Funky Koval's Forum Posts

  • Ah, I see what you mean now - I assumed "Editor" included Event Sheet - what you meant was just Layout Editor...

    In this case, no, there is no way. But on the other hand, I would avoid doing any kind of bulk operation in the editor by hand - I would indeed use frame tags and have an appropriate event group fire on first load to set everything as needed.

  • I am assuming you're building your race track top-down... Out of the box? No go. Only one camera view is possible in C3 (two, if you mess with the 2D/3D layer property), but there might be a workaround.

    -Have your game physics etc. run on a 2D layer.

    -Have two 3D layers for the driver POV with a HTML layer between them to make them render separately. Make sure the layers have Force Own Texture ticked

    -Make the scenery in the 3d layers move in relation to the car (which is static) instead of static scenery and moving car - this gives you overlapping POV views of both drivers. Relative position/rotation taken from the 2D layer.

    -Used a Layer Effect to crop and shift both views to the correct position - there's a 3rd party effect that can do both shifting and cropping in the Free Addons section - the name escapes me ATM.

    That should give you what you need. In theory.

  • Set frame works with both frame integers and tag strings. Instead of the number, put something like "mytag"

    For conditions, use Compare frame tag.

  • Another solution (besides optimizing the way Tilemaps are stored, of course) would be to do the resize to visible size action:

    -on manual save

    -on Save on Quit

    Plus, a button in Tilemap properties to resize would be good too.

    Finally, since crossing the browser mem limits can be predicted with a high degree of accuracy, C3 should internally detect if a resize etc. operation would put the tab in the crash state and disallow with a message...

  • Or, for the laziest, just hit Delete with a variable selected - if there are Events associated with it, it will complain and list the Events - like in Jase00's case.

  • Use dt in the formula for the increment.

    Say, if your current formula is "increment by 1", change it to "increment by 1 * dt " - this will make it framerate independent, but take note that you may have to change the "1" to a number that gives you the increment speed you're after.

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  • As Ashley wrote, Chrome is most likely configured to wipe session data on browser restart. If that's the behavior you want overall, you can always use Site Settings to keep the data just for Construct .

  • A source file is perfectly fine - great demo - thank you, newt and Merry Christmas!

  • Set Front face object to a Sprite, and use the Sprite's animation?

  • Mikal

    Seconding Mattertainment , is texture control close on your list of things to tackle? It's probably the last major outstanding feature...

    Noice trick with discard in the shader - it allows the "transparent" objects to be a part of the opaque sorting queue.

  • I'm just going to suggest something out the left field...

    Firstly, I had the same issue and need (consistent mouse pointer position) - what I found out was that the actual canvas size was different from the size specified in Construct - strangely only horizontally, and by a very weird amount - I got that "correct" value using the PlatformInfo Object - PlatformInfo.CanvasCssWidth/Height - piping that into my pointer formula gave me consistent behavior.

    Sidetracking aside, why not use the Pointer Lock feature coupled with On Movement and Mouse.MovementX/Y to drive the cursor sprite? Along with saving last position when doing any layout switching, that should give you full control.

  • Mikal

    Hmm, I have not really thought about that. Do you mean updating the model's texture during runtime like an animation?

    Yup - originally, I thought the ideal way would be to handle it like Q3D Model/Sprite do - allow for animation folders/sequences/playback controls... But for performance and simplicity, the approach R0j0Hound is using in his Rojo3d engine is actually better:

    There is a single action to apply a Sprite's current texture to a model - the link is non-dynamic, so when the texture on the Sprite changes, the model retains the texture give at the time of the action's execution.

    Using this action and the already existing Sprite conditions, animated textures could be implemented very easily and in a flexible manner.

  • megatronx

    The simplest way, assuming your terrain is a regular grid as seen from the top (only Z values differ) would be to store position or Displacement Point coordinates and z height values of the terrain into a 3-dimensional Array (x=posx/disp point x, y=posy/disp point y, z= z height) and then, on runtime, calculate the position of the player in relation to 4 nearest points on the grid and calculate the player's Z by averaging the 4 Z values based on distance to player.

    I'm suggesting Array for faster lookup but you could also read the point data directly off the distorted Sprite - but in my tests, it's slower than the Array method.

  • R0J0hound

    No worries - I'm glad you're still on it.

    megatronx

    Not to sound like a buzzkill, but I don't think you should post pieces of Q3D publicly - it is a commercial plugin.

    In lieu of proper raycasting, since you mention it's for terrain snapping, you could cache height data into an array and do positional interpolation. For anything more 3d, spherical collisions would still be doable...

  • Mikal

    Quick questions on features:

    -are you planning on removing the limitation of the object's texture being larger than spritesheet size?

    -are you planning on allowing for texture/image sequences (ideally something like Q3D, handling it like the Sprite object)?