bobatealee's Forum Posts

  • Are you sure it's the mouse polling rate and not just frame latency, which would add the kind of delay you describe? The lower the framerate the higher the latency from input to rendering, and the higher the framerate the lower the latency. Construct uses high-frequency polling specifically to reduce the input latency (via pointerrawupdate) and I just checked that on my system, even though the display is refreshing at 60 Hz, mouse input is being received at ~125 Hz.

    It could be frame latency, then? But I should not be seeing the kind of delay that I'm seeing at a solid 60 FPS. The ideal outcome is that my mouse pointer sprite is positioned exactly where the cursor physically is, even after calculating anything like platform movement.

  • Hi. I'm trying to create a platformer game prototype with mouse functionality.

    I have a character that uses the Platform and ScrollTo behaviors, and a sprite that follows the Mouse X and Y.

    When the character moves, the sprite starts to lag behind a bit, as if the polling rate is too low. This gets worse when using a fixed framerate mode with low framerates, and better (though obviously unmaintainable) when using uncapped framerate modes.

    Is there any way I can solve this in a way that doesn't involve uncapping the framerate?

  • > I should preface this by saying I'm relatively inexperienced in true 3D modeling/animation

    Pretty much all modern games use bones for this, including for mechanical contraptions actually. The question is if Construct has the ability to manipulate bones at runtime. I don't think it's supported (yet?).

    This checks out with what I've heard, yeah. Having this sounds like it could be a huge improvement.

  • The turret, hull, and gun must be separate models. If you rotate the wheels, then the wheels must also be a separate model.

    Ouch. That's what I feared, which is a really big shame. The usability of 3D models is going to feel very limited without some kind of single-mesh dynamic animation.

  • No yet, it's in the TODO list.

    Glad to hear!

  • One of the most useful aspects of 3D shapes is how you can apply objects to them.

    This allows you to do all kinds of wacky things like handle scrolling skies and warp effects.

    Is there an equivalent of this for 3D models? Is there any method of texture manipulation available?

    Tagged:

  • Hi. Very excited to see that C3 is moving towards better 3D support.

    I'm curious to know how you're supposed to animate different parts of the same 3D model (e.g. rotating both the base and turret of a tank, moving a humanoid's head and body independently). How would I go about doing this?

    I should preface this by saying I'm relatively inexperienced in true 3D modeling/animation, and still need to wrap my head around the full capabilities of the new 3D model plugin. So far I have only seen very static, baked-in animations be played on characters (like walking or dancing) that, while neat, don't seem very useful for a 'true 3D' game.

  • Both of these expressions seem completely missing in the latest release. I swear they were both here as little as a few months ago. Were these gutted? Why?

  • You can make a snapshot (System action). Then load this snapshot into a sprite. Then paste the sprite onto a canvas.

    I don't know why DrawingCanvas doesn't support loading images directly, so that's the only way.

    This is what I eventually settled on. My whole thing with snapshotting was that there's still the buffer of snapshotting and then loading an image from URL, which can take a bit on lower-end systems from my experience.

    Thanks.

  • Hi, I want to 'screencap' my game's viewport during runtime and copy it over to a Drawing Canvas object.

    In a nutshell: press a button, game sticks the current frame onto a Drawing Canvas instantly.

    I want to do this so I can stick the screen to a certain frame and then manipulate the pixels on the Drawing Canvas to create an effect.

    Any help appreciated.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • OBS cannot display our webview exports. It appears as blank white screen instead of the game canvas. Streamers cannot live broadcast our games. This is a non-issue in NW.js

    Getting this issue on my end (Windows 11 23H2, NVIDIA GeForce RTX 3080 Ti) as well! This issue is what prevented a high-profile streamer from playing my game. :-(

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's difficult to have Construct set the executable details, because it's tricky to modify those properties in a pre-built executable. So for now it's probably best to use an external tool if you need to set those - something like Resource Hacker will do the job. Open the executable, choose 'Add script template', use the VERSION_INFO template, fill out the details you want, press the "Compile" button, and then save, and it should have updated the executable. Note if you digitally sign the executable you must do this before signing.

    I opted for repacking the executable and using Resource Hacker, yeah. It's alright, though I wish there were a way to easily automate the process.

  • I'm afraid WebView2 doesn't appear to have a way to control this at the moment - there's this feature request for it though.

    Unfortunate--this seems like a pretty big annoyance for using Webview2 for games on platforms like itch.io or Steam, where programs are (usually) expected to be "self contained". Hoping they do something about it soon!