Ahr Ech's Forum Posts

  • Ok, thanks for the clarification Ashley!

  • I'm trying to set up a global steam leaderboard using the steamworks plugin and need to store more data than just an integer for the score.

    Valve's documentation states that "each entry contains a score for the leaderboard (an int32) and optionally up to 64 int32s of associated data. The associated data can be used to store game specific information about the play session that resulted in the user's leaderboard entry."

    Those other 64 int32s of associated data appear to be stored as an array you can attach, but I can't find a way to do that in the Construct 3 Steamworks documentation.

    Am I missing something or does the plugin not support this action?

  • All AI does is produce sloppy, inefficient code at the cost of the environment and your own experience. C3 is easy enough to use as it is. No respect for those of you cutting corners.

  • Haven't had a chance to test yet but I very much appreciate the work!

  • GDevelop supporting AI features is a fantastic reason not to work with them.

  • I've been working on some 3D stuff over the last year and the main thing I want is 3d versions of the Angle() and Distance() expressions and the Move At Angle action. I can do it with math already but it's a massive pain to type out all the time.

    I can do this with SDKv1 in the LTS and Mikal's 3dObject and 3dRotate plugins alone: bsky.app/profile/ahr-ech.bsky.social/post/3lue3wgc5ec2v

    I really don't need much more.

  • I'm shocked and discouraged that this idea hasn't had any traction.

  • I also install to a desktop app and doing so from a specified older version will still eventually force me to update when the next stable release drops. It's very odd and quite annoying.

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  • Thanks all!

    No public demo yet, I'm afraid.

  • TELLES0808 I still exist, I promise.

  • Without seeing your capx I can't say why my solution isn't working, but here's a clean example if it's still worth your while. It's real simple, just pay attention to the projectile object's settings and take a look at the event that sets the angle of motion. There shouldn't be any need to pin your sprite to another object. https://www.dropbox.com/s/aeq5cyp0mv6nb ... .capx?dl=1

  • I tried but the object no longer moves towards the moving target I set with the option set angle towards position. It's like setting off the angle option conflicts with the action set-angle-towards-position.

    Oh right, you'll have to use the bullet's Set Angle of Motion instead.

    Since you can't use the specific Set angle Towards Position action, you can just use this when setting the angle of motion.

    angle(x1, y1, x2, y2)[/code:3gkek9zq].
    Replace the first set of X and Y with your bullet's position and the second set with your target's position.
  • Turn off "set angle" in the bullet behavior properties and it should be fine.

    Normally that just makes bullet objects automatically point in the direction of their natural angle of motion, but having Rotate on there forces it to turn at a fixed rate while the bullet keeps moving forward at the constantly changing angle. So it's still rotating around its origin, but it's steering in a circle.

  • Here's a playable web build of my pseudo 3D thing if anyone is interested in seeing it in person: https://riv-hester.itch.io/glimmerhead? ... zhsbgRaqhA

    spongehammer Just one layer. For the walls I've got a stack of tilemaps having their position offset in a direction relative to the layer rotation. Everything else is sprites being z sorted.

    Ares7 Not that I know of, but I'd like to get around to writing one at some point. There seems to be enough interest on twitter alone.

    This blog post does explain the basic concept pretty well though even if it's for Game Maker: http://www.like100bears.com/writing/2d- ... ker-studio

  • purplemonkey I probably will use this for something small once I wrap Pepper Grinder, yeah.

    And wow, that approach looks awesome! The sense of depth is really effective.

    tunepunk Performance is perfect so far, no dips or anything. I haven't thrown much at it yet, though.