DarkViGaCi's Forum Posts

  • > Check out this demo:

    > howtoconstructdemos.com/push-objects-in-tile-based-game-sokoban-style

    Thank you! I'll look and compare to see what your example did better. If I wanted the player to bounce off a solid, how would I do that? Here's an example of what I mean:

    Seems like a fun way to show the player they can try, but they're not strong enough to move that object.

    First, separate your game into two parts: game logic and visuals.

    Game logic is what actually happens in the game. Visuals are what the player sees on the screen.

    For example, when the player tries to move, first check if the move is valid. If it isn't (for example, because there's a wall in the way), don't move the player in the game logic. Instead, just play a short animation that makes the character bump into the wall and bounce back.

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  • Tanks: Steel Monsters

    In Google Play and on web platforms, there is a very popular niche of side-view tank action games. Your tank drives forward while destroying every enemy it meets along the way. That made me want to create my own game in this genre.

    At the core of the game is a tank with physical tracks and suspension. The tank has road wheels that spin and grip the track, which is what makes the tank move.

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    The tank can fire along a ballistic arc. The AI enemies can do the same. The fun of the combat is in hitting the enemy while also dodging its shells.

    After you destroy one enemy, the next one appears. This continues until the player destroys all enemies in the current wave. When the wave is cleared, a menu appears where the player can choose one of three upgrades that will last until the end of the game.

    With each new perk, the player builds a setup that should help them defeat the final boss.

    If the player loses, they receive resources that are used to upgrade the tank’s main stats: health and damage.

    Play now in Arcade:

    https://www.construct.net/en/free-online-games/tanks-steel-monsters-87480/play?via=c1

    I plan to continue improving the game based on player feedback and ideas.

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    I’m working on a cartoony tank physics action game. The game has waves of enemies. When you beat all the enemies in a wave, you get to pick one of three upgrades (a mechanic borrowed from roguelike games). At the end of the fifth wave, there’s a boss. You can also upgrade your tank between battles (meta-gameplay).

    The game is in active development.

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    I've created a movement system like in Slither.io and I'd like to share the source. It was a really fun challenge to tackle. The creature is made up of a head and a trail of segments that follow the head's path. Food is scattered around the map. Eating the food makes the worm grow longer by adding new segments.

    The movement is controlled by a joystick.

    Play in Arcade

    Download *.c3p file

    Events

    Tagged:

  • There's no direct way to sort an array in JSON within Construct 3. However, there's a way to do it using an intermediate Array object. I want to show how this can be done, in case it's helpful to others.

    So, imagine you're using JSON for a leaderboard. Inside your JSON, you have a "leaderboard" object containing an array with player data (username, score, avatar, etc.).

    Here are the events:

    Here is the result:

    Tagged:

  • What exactly do you want to create: a fake (offline) leaderboard to simulate competition, or a single-player leaderboard?

  • Using AI in your projects can assist you with practical tasks. For example, if you're starting to localize your game into other languages and want a sample JSON file with a ready-made example, you can use this sample as a foundation and adapt it for your project.

    Or, perhaps you want to implement a specific game mechanic but aren't sure where to start. AI can explain the key aspects you should consider before beginning development. This can significantly save time and help you avoid many flawed decisions.

    Here's another example: let's say you want to create a puzzle game similar to one you saw on Google Play. Ask the AI to write the pseudocode for that game. Then, based on this pseudocode, create your events in Construct 3.

    However, don't expect AI to start creating games for you anytime soon. AI is a tool in the hands of developers. The mastery in using this tool depends entirely on the user's skill.

  • If you want to simply constrain the scale, use:

    clamp(LayoutScale, minLayoutScale, maxLayoutScale)

    Where:

    • minLayoutScale – variable for the minimum scale (e.g., 0.5)
    • maxLayoutScale – variable for the maximum scale (e.g., 2.0)

    (P.S. If you are using the "LayoutScale" method, be sure to verify that your UI layers have Scale Rate = 0)

  • I have no idea how you managed to create the vehicle suspension without JavaScript or third-party plugins.

    I used Distance joints to attach each wheel to several image points and fine-tuned the physical objects (terrain, wheels, and car body). This combination allowed me to achieve a farly stable suspension.

  • I made an asset featuring a procedurally generated smooth terrain based on Perlin noise and a deformation mesh. Create smooth, endless terrain like in Hill Climbing Racing – no code, no plugins, just pure Construct 3 events!

    The Procedural Terrain Generation asset lets you build beautiful, customizable terrain using Perlin noise and mesh deformation – all natively inside Construct 3. Whether you're making a physics-based racer or a side-scrolling platformer, this template gives you a solid, flexible foundation.

    ⚡️ No JavaScript or third-party plugins required!

    🧩 100% built using Construct 3’s event system.

    🌟 Key Features

    • 100% Event-Based: No JavaScript or third-party plugins.
    • Endless Terrain: Seamless chunk-based level generation.
    • Physics-Ready: Optimized collisions for vehicles and objects.
    • Fully Customizable: Tweak noise, texture, and mesh parameters on the fly.
    • Mobile-Optimized: Runs smoothly on all devices.

    🧩 Included Templates

    1. Terrain Generation (Basics)

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    Learn core mechanics:

    • Adjust Perlin Noise Scale, Octaves, Texture Scale, and Mesh Density.
    • Visualize terrain generation step-by-step.
    • Ideal for beginners to understand event-driven noise and deformation.

    TRY DEMO #1

    2. Terrain Generation Example

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    Endless terrain with a vehicle:

    • Drive a tank that smoothly follows terrain contours.
    • Speed slider to test stability at any velocity.
    • Chunk recycling system: Rearrange segments infinitely without lag.

    TRY DEMO #2

    3. Terrain Generation & Physics Vehicle

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    Hill Climbing Racing-Style Gameplay:

    • Physics-based jeep with acceleration, suspension, and grip.
    • Infinite procedural world with chunk loading.
    • Ready-to-play template with UI, controls, and camera.

    TRY DEMO #3

    🚀 Why Choose This Asset?

    • No Coding Needed: Everything built in Construct’s Event Sheet.
    • Seamless Physics: Terrain colliders auto-sync with visual mesh.
    • Endless Replayability: Unique landscapes every session.
    • Optimized: Uses sprite recycling and object pooling.

    Compatibility: Construct 3 r449.2+

    Support: Includes commented events and setup guide.

    Perfect for: Racing games, endless runners, survival sandboxes, and dynamic 2D worlds.

    Build the next Hill Climbing Racing — without writing a single line of code!

    VIEW IN STORE

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  • I've implemented infinite scrolling list mechanics. This means when an object goes off-screen, it gets moved to the opposite end of the list (top or bottom). Thanks to this solution, you can use thousands of objects for your list (like leaderboards) without any lag or freezing!

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    ✨ Key Features

    ♾️ Infinite Scrolling: Seamlessly scroll through content with dynamically recycled elements — no limit to how far users can scroll.

    ⚡️ Object Pooling: Dynamically recycles objects instead of destroying them – 90% less lag with 10,000+ items!

    🌀 Inertial Scrolling: Realistic momentum scrolling that gradually slows down. Adjust decay rates via variables.

    📱 Full Touch Support: Fully responsive on both touchscreens and desktop input.

    📦 Demo Included: A working leaderboard demo with placeholder items shows how to integrate the list with real data.

    Try in Arcade!

    Link to buy in Asset Store

  • If you're making a game with a "Match-3" mechanic and want to find matches of 3 or more elements, it's much more efficient to implement this mechanic using an array rather than checking object collisions.

  • I created a procedural math crossword generator. It uses multiplication, division, addition, and subtraction operations. The value for each cell ranges from 1 to 100.

  • Maybe you meant "fixed joystick"?

    Just 2 events:

    Debug

  • Do you want to make a "folowing joystick" or maybe something else?