igortyhon's Forum Posts

  • In game development, they do the opposite. Joint positions are calculated using inverse kinematics methods; you can simply ask the AI for the formulas and then plug them into Construct 3 to calculate the position and angle.

    And when you rotate a bone using this method, you then update the muscle’s position, length, and thickness.

    In other words, it’s not the muscle moving the bone, but the muscle adjusting to the bone’s position. But to the player, it will look natural.

  • I'm gonna bump this topic since nobody has replied yet, does anybody have an answer, or does anyone need other bits of code from my project?

    It's better to attach a *.c3p file than your screenshots.

    Screenshots are great for explaining simple things, but it's easier to find bugs when there's something to run.

  • Hi.

    I’ve read your post here and on GitHub, but I don’t understand how your suggestion differs from the rotation feature already available in Construct 3.

    We can retrieve the rotation angle around the axes and set a new angle in events.

    But we still can’t rotate a cube in 3D—that would be great. Maybe when they polish the 3D object, they'll even remove the old cube.

  • In your project settings, do you set vertical sync or a fixed 60 frames per second?

    Through experimentation, I’ve found that on some mobile devices—especially underpowered ones—vertical sync squeezes out maximum performance and tries to stay around 60 frames per second, but if you fixe it to 60, the result is worse and there’s even stuttering.

    That’s why I only enable the fixed mode for powerful devices with a high screen refresh rate of over 60 frames per second.

    Here’s a code snippet containing the settings and a workaround to solve this. These settings have been tested on a large number of devices and are currently optimal for me.

  • ...

    igortyhon You are a genius! Very creative to use arrays. I love it when you reply to my questions, because you'll have a creative solution and an explanation of how it works. I don't know why you, R0J0hound, and others hang around these for forums to help noobs like me, but I'm very grateful. Thank you!

    Btw, do you have a YouTube channel where you walk viewers through your thought process?

    When I'm making a game and start by designing mechanics and testing prototypes, it's fun. But then I have to add content, and that can get boring- that's when I get distracted by drawing or the forum.

    People sometimes ask questions there that are interesting to answer.

    I agree with you- this guy R0J0hound gives really great mathematical answers. I’ve saved a lot of his formulas for myself!

    Thanks for your feedback.

    I’m not making video content right now.

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  • Squibble

    That's a very interesting question.

    By using the same object for the shadow, we save a lot of space. But in doing so, we make our code a little more complicated.

    However, if we set up the shadow system once using functions, that allows us to reuse it in different parts of the game later on.

    I do this kind of thing using an array because Construct 3 works with them very quickly and they have very low overhead.

    Plus, debugging is very simple and straightforward, as shown in the screenshot.

    Here’s a simple example.

    fex.net/uk/s/0tmc2pt

  • Hi.

    You've raised two issues here.

    -- First, to avoid those stripes along the edge of the sprite, always leave a few empty pixels at the edge of the sprite—I've highlighted this in green in the screenshot. And the more your sprite can be scaled, the more pixels you need to leave.

    For example, I make games for different screens and resolutions, so I export an image that’s 250x250 and then place it in a 256x256 sprite.

    -- Second, if you’re not using pixel art and you want it to look good, you almost always need to have small objects at a slightly larger original size.

    So your option number 3 will be the best choice, but you also need to be reasonable.

    In the screenshot, I’ve marked the scaling in orange; for my own games, I try to keep it around 80% for small objects—that way, the graphics aren’t too heavy, and on high-resolution screens, it doesn’t stand out too much.

  • That's how all kinds of spyware and hacking programs work. The developers of operating systems and browsers themselves don't want your game or program to know anything about the user's actions outside of your game.

    Of course, there are all kinds of services that legally monitor your mouse or keyboard in the background all the time, but that's a whole different story.

  • Hi.

    There's no loop set in your animation settings.

    Of course, once the animation ends, you'll need to run it again.

    As for the wait you're adding, it's just a workaround—it simply forces the instructions below it to execute on the next frame.

  • Hi.

    You were close. You just need to place the spawn at the start of the layout.

    I only have Construct 3, so here's a screenshot of your code.

  • Hi.

    If you just need to check for duplicates in an array, you do it the same way as in other programming languages—using temporary variables and a loop.

    But I see that you’ve included a choice of three rewards, just like in modern roguelikes.

    We’ve already discussed this here and even provided examples—but in this case, you need not only to detect duplicates but also to award new bonuses or increase the level of existing ones.

    I can’t find that thread, but I’ll give you the examples I’ve saved.

    fex.net/uk/s/t3cyssb

  • .... Think it will eventually happen over time?

    bsky.app/profile/construct.net/post/3mh6qn6ptis27

  • hello,

    I'm trying just to establish a basic system of saving a few variables. It's just some numbers, really. Originally the plan was an Array file, parses to an object, gets edited and then written back to the file. Apparently, however, Construct 3 lacks the ability to write to any files...

    howtoconstructdemos.com/saving-and-loading-system-with-multiple-save-slots

    editor.construct.net

    github.com/igortyhon/c3example-SaveGame-to-local-storage

  • I don’t fully understand the code yet. Why does it suddenly work even though I did not set the second event to Invert? Does Else automatically make the next event the negative condition, or how exactly does that work?

    Here is an example where this problem is solved in two different ways; you need to select the solution you prefer.

    fex.net/s/2be0lvk