igortyhon's Forum Posts

  • Yeah, I was just about to come back and say I noticed that lol

    There were a few other issues I had to iron out (enemies would now stop contact with a wall) but in the end it works now. Thank you both for your help, sorry if I was being annoying about it

    Good that you managed to solve the problem!

    That’s why sometimes a screenshot isn’t enough—both in the project and in the objects themselves there’s a lot that can affect the game, so having a complete example is important for helping.

    And “being annoying” isn’t a problem at all—we all love creating games here, and our engine Construct 3, so a lot of discussion and clarifying is normal and even helps development!

  • Will definitely take a closer look later but this probably won't work for me... just because of the way the image points are positioned on the enemy's hitboxes causes them to teleport when mirrored like that. Though they seem to work fine with the normal Mirror behavior so I dunno might be something else

    You didn’t provide any examples, and now you’re saying there are certain points that destroy the whole algorithm.

    It seems like wasting time—giving answers to people who are too lazy to include their own example of the problem in the question and provide a detailed explanation.

  • Hi.

    I used to do this through the usual "TileBackground", often checking if there was nothing in the field of view, then I spawned. Rarely checking if there were unnecessary ones, then I removed them.

    In this example, the field of view and the size of the tile map specifically have small values ​​so that it is visible how it spawns and is cleared when the player walks.

    fex.net/s/0tzfbfz

  • We are gearing up for a new stable release soon and because the changes needed for this are quite involved, support for models which use an emissive texture instead of a diffuse one will go out when the next beta cycle starts.

    Hi.

    In this texture format, quite a lot can be included. It would be great if you could somewhere document—possibly in the release notes or in the documentation—which specific texture features it supports at the moment, along with an example of how to verify it.

  • You can clone the first object, it will look the same but with a different name and personality, then just mix the base texture into it.

  • There are two options, the parameters need to be adjusted for a realistic look.

    fex.net/s/ebssado

  • I can not set the animation speed to negative, animation does not play. Expected result would be reversed animation.

    is there a quick way to just reverse the frame order in animation sheet in C3? I have too many frames and I am too lazy to do it manually.

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  • Have you tried saving the project not in a folder, but as a single file?

    When the project is in a folder, opening and saving takes much longer due to repeated disk access.

    I won’t say anything else because I haven’t had any such large projects to test.

  • While I was checking your bug with search, I found another bug related to cloning—haha. Now I’m going to write a bug report about cloning.

    By the way, navigation via “go to” or just a regular double-click works in search on Chrome and I also checked Chromium.

    Try to investigate this and write a report.

  • When I need some capability that’s available in standard programming languages, I implement it using JavaScript and synchronize it via global variables.

    But I think there are a few other ways—for example, putting an array into a prefab’s local variable, or having a shared array with a column for each prefab and having a dedicated automation that processes actions for each prefab and its data from the array.

  • I once faced such a problem myself, after that I always give free zones on all sides, it also helps with scaling, so you can experiment.

    If you can't change anything at all, then you can make the camera shake through "tween "

  • Either someone who already uses video will stop by here and help us, or you can share a small video project that has a problem, and then I'll be able to take a look and try to help.

  • + Video: On Ended

    You see, this event has a green arrow, which means it's a trigger, and it will fire only once when the video ends.

    + Video: Has ended

    This event is similar to a Boolean variable; you can check at any time whether the video has ended or not, and if you set it up this way, it will do this 60 times per secon

  • When I move the portal down, I need to change the starting position of all of my sprites, which is a lot. If I make the bg bigger it just is more detailed. And if I set the parallax to 0, the bg moves with player instead of covering the screen.

    You can set the color of the bottom layer to sky blue, and then you'll just have a sky there.

    But I don't understand why you say that a 0% parallax will move the background; on the contrary, the entire background will remain stationary regardless of the camera's movements.