J.Lucas's Forum Posts

  • Hi everyone,

    I’m running into a technical issue in Construct 3 with a draggable backpack UI panel that doesn’t behave correctly when the camera moves and when I use zoom.

    What already works

    Camera: The camera already follows the player correctly.

    HUD: My HUD (level bar, action bar, etc.) works and stays fixed on the screen as intended.

    Backpack: The backpack panel (inventory window) is draggable by the player and works functionally as a UI element.

    The real problems

    The backpack panel does not stay in place when the camera moves.

    When the camera follows the player, the backpack panel does not follow the screen properly and can end up partially or completely off-screen.

    The backpack panel is affected by zoom in/out.

    I have a zoom system (mouse wheel) that zooms the game:

    When I zoom in, the backpack panel becomes larger.

    When I zoom out, it returns to its normal size.

    This looks wrong for a UI element, so I had to disable the zoom system for now.

    What I want

    I need the backpack UI panel to behave like a proper HUD element:

    It should stay fixed relative to the screen, regardless of camera movement.

    It should not change size when zooming in or out.

    It must remain draggable, so the player can move the backpack panel to any position on the screen.

    In short:

    Camera follow + zoom + draggable backpack UI panel that is not affected by world movement or zoom.

    What I’m asking

    What is the correct way to set this up in Construct 3?

    How should I configure:

    Layers (world vs UI / HUD)

    Drag logic (screen coordinates vs world coordinates)

    Zoom so that it only affects the game world and not the UI panels

    Are there any example projects or best practices for draggable UI windows/panels that stay independent from camera and zoom?

    Looking for a programmer to join the project

    I’m also looking for an experienced Construct 3 programmer to join the development team and help speed up the project.

    If you:

    Have experience with UI panels, camera systems, and zoom in Construct 3

    Enjoy working on polished UI-heavy games

    Are open to ongoing collaboration

    Please reply here or send me a message. I’d be happy to share more details about the game and see if we can work together.

    Thanks in advance for any help, ideas, or interest!

  • Good morning everyone! First of all, thank you very much for all the help and examples, I think with this I should be able to do it.

    Regarding effort on my part, I put in a lot of effort, every day after work, and when my two children are asleep I develop the project until the power goes out, yesterday was no different, I went until 4:30 in the morning and with your help I managed to advance this part of the farm, and I started developing the store as well.

    I just asked for a template and offered to pay for the service (I didn't mean to offend anyone, it would just be good to have help with the code so I can focus my limited time on the artistic part which also takes a lot of time, drawings, animations, sound effects, music, you know how it is, right?)

    Regarding the difference between Construct 3 and 2, yes, they are quite different, apparently Construct 3 has many more settings that Construct 2 doesn't have, so adapting a file from 3 to 2 is already a mission that requires technical effort.

    But yeah, I believe that with what has been said here I should be able to do it, so thank you very much to everyone who responded kindly!

  • Thanks RadioWaves for your explanation. I fully understand that for you this may seem straightforward, but even though I started using Construct 2 back in 2018, I was never able to study it in depth, because I had to work, and my background is in art, not programming. I really wish this were easier for me, but that is not my reality at the moment. I hope it won’t take me another five years to finish this project.

    I truly appreciate your help. If possible, I would like to ask if you could build a small template or example project using your array + function approach. Ideally the template would include:

    A sprite representing a character, who performs actions such as placing a plot of land, planting a seed, watering, and then waiting a certain time to harvest.

    The logic for allocating terrain cells via arrays, and for managing adjacent-cell checks via functions as you described.

    I’m willing to pay for this template. I really want to continue with my project and this would help me a lot. Thank you very much for your time and assistance.

  • Hello, good afternoon dop2000.

    So, the reason I'm still using Construct 2 is because I started the project in it in 2018, and I wanted to make sure I could assemble the entire project in it before migrating to Construct 3.

    Thank you for your example, I'm trying to understand how it works now and adapt it to my version of Construct 2, but Construct 3 has much more functionality than Construct 2, I noticed that as soon as I started looking at your template, I don't know if I'll be able to do this conversion, and I don't want to invest in Construct 3 without being sure I'll be able to finish the project in it, so I'm having this dilemma.

    Thank you very much so far! (I contacted you on Facebook)

  • Hi R0J0hound, good evening! First thank you very mutch for your time and trying to help me, very kind of you.

    Let me be clearer, in 2012 I played a game called Island Paradise by Meteor Games, it was very relaxing because it was a beach farm game, and this game ended because the company invested in 5 games at the same time and couldn't sustain itself, however, to this day I have this dream of recreating this game, and my reasons are:

    1. I am a 2D illustrator and animator, graphic designer and compositor, and I like to create, this first reason led me to believe that I could make a game like that. (of course, at the time I had no idea what programming was, so in 2018 I chose Construct 2 because it is more intuitive and doesn't require C# code, for example)

    2. I loved playing this game and I miss it.

    3. I know that many people still want this game back today.

    4. From 2018 to 2025, I managed to overcome many obstacles on my own. I managed to create a makeshift system that mimics isometric views in Construct 2, with animations of waves around the island, a day, afternoon, night, and dawn cycle, grass that randomly grows in the island's green area, different types of footstep sounds for different types of terrain, fireflies appearing at night, the swaying of tree foliage in the wind—in short, I managed to create this part of the natural environment that was important to me. I also bought a course (the only course I could find on the face of the earth about how to create a farm game in Construct 2, and it teaches mechanics that I'm putting into the game, such as the action bar and the shop, for example...). So, this is why I don't want to give up on my dream, considering all the time and resources I've already invested in it.

    5. I want to publish this game on Steam because it's not a clone of Island Paradise. It has similar mechanics, but there's something that differentiates my project, and I want to be able to finish and publish this game.

    6. I haven't found anything anywhere on the internet. I've already asked for help here on the forum, on Discord, in all the YouTube videos I've watched, I've searched on various websites that sell templates and tutorials, and nothing. The closest I've come to getting help is here with your answer.

    7. My last reason for wanting to finish this game is that I have a wife who believes in me, even when I don't believe in myself anymore, and I want to do this for her too, and see her playing and having fun in a co-op game. I have to succeed.

    Neither the GPT chat nor Claude could help me; they don't understand Construct 2. They understand the mechanics, but they can't create an effective tutorial. I've tried dozens of times, and I'm still trying. I'm frustrated right now. Sometimes I stop and dedicate myself to polishing other areas of the game, producing music, sound effects, graphics, but in the code part, I feel like I'm going around in circles for too long. I don't have time to be a full-time game developer; I have to work, I have two young children, so the free time I'm dedicating to this project is precious, and I need to make it worthwhile. I need to make this system work.

    If you could sell me a template, it would help me a lot.

    I can share a video of the exact mechanics from a short gameplay, here is the link:

    youtube.com/watch

    Please help me get past this stage because it's fundamental to this project, and I can't do it alone.

    Thank you very mutch in advance.

  • Thank you for replying!

    I don't know but I can't make it work right, would de create a exemple please? Or sell me a template of it please? I can't make it right T-T

  • Hi everyone, I would like to know whether Construct 2 can properly support building an isometric farm/Island Paradise–style game.

    My main challenge is implementing a functional isometric grid for object placement.

    For example, when the player buys a plot of land and places it on the ground, I need a system that checks the exact grid cell, ensures correct spacing, prevents overlapping objects, and blocks placement if that isometric tile is already occupied.

    Because Construct 2 uses rectangular bounding boxes for sprites, I considered using smaller “sensor” sprites to detect tile occupancy, but this feels inefficient.

    Is there an ideal workflow or technique for handling a true isometric grid, tile snapping, and placement validation in Construct 2? I have been stuck on this for weeks and would greatly appreciate any guidance.

    PS: In the image, you can see the green tiles I placed to behave as “sensor” cells where plots can be positioned. However, I am not managing to make this system work correctly. The sensors are supposed to define which isometric grid cells are free or occupied, but the placement logic keeps failing. What would you recommend as the best way to handle tile detection, occupancy checking, and plot placement in an isometric grid in Construct 2?

    Any advice would be greatly appreciated. Thank you very much for any help.

  • Hello everyone! 🌊

    I already have a working movement and animation system in my project:

    PlayerMove handles the player’s movement.

    PlayerSprite handles the player’s animations.

    Everything works fine — the player can walk, and the correct animations (Walk / Idle) play depending on the movement.

    Now I’d like to add a new feature:

    👉 When the player enters the water, they should:

    Switch to a “Swim” animation.

    Move slower than on land.

    👉 When the player leaves the water, they should:

    Go back to the Walk or Idle animation.

    Regain their normal movement speed.

    Could someone please help me figure out how to set up this system?

    Any examples or advice would be greatly appreciated! 🙏

  • That Helps alot! I gonna try it. Thank you so mutch Igortyhon!

  • Hello everyone! 🌿

    I already have my player moving in the game — everything is working fine. I also have plants placed in the scene.

    The setup is like this:

    PlayerMove handles the player’s movement.

    Player handles the player’s animations.

    Now I’d like to add a small effect:

    👉 When the player collides or walks through the plants, I want the plants to sway or move slightly, as if reacting to the player passing by.

    Could someone please show me an example or suggest how to code this effect?

    Any help would be very appreciated! 🙏

    Thank you!

  • Okay, got it!

    I gonna try this new one later today :D

    Thank you so mutch!

  • Got it 🙂

    From what I understand, your code assumes that I have only one Player sprite, but actually I have a PlayerMove sprite (which handles movement) and a Player sprite (which handles animations). They are already connected through events.

    Would it be possible to adapt your code to this situation?

    How would it look?

    Could you show me a working example please?

    When the button is released, the character stops and switches to the "Idle" animation.

    While moving, it plays "WalkSouth" or "WalkNorth" depending on the direction.

    And I was thinking, I’d like to improve this by adding a small feature:

    👉 If the mouse is more than 250 pixels away from the player, the character should run instead of walk — switching to a "RunSouth"/"RunNorth" animation and moving faster.

    👉 If the mouse is closer than 250 pixels, the character should walk normally.

    I’d love to implement this

    Thanks in advance for any tips or examples you can share! 🙏

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  • Hi R0J0hound,

    First of all, thank you for taking the time to reply — and for sharing such an elegant and minimalistic piece of code. I really liked it.

    I tried to replicate your setup, but I’m not sure if I configured everything correctly. The player moves fine using the Move To behavior, but the animations don’t seem to switch properly. The only animation that plays is WalkSouth, and it doesn’t mirror, so the character only animates in one direction.

    What I’m trying to achieve is something similar to Island Paradise ( from meteor games, a facebook old game ) in terms of animation switching, but with the Ultima Online style of movement control — basically, the best of both worlds: minimal drawing and animation work with simple, intuitive control.

    The link from a Island Paradise video on youtube to show what a mean about to have just 2 animations going on for front and back side in 3/4 angle:

    youtube.com/watch

    Thanks again for your help!

  • Hi everyone,

    I'm trying to create a movement system similar to Ultima Online, where the player moves while holding down the right mouse button and stops when it's released.

    The biggest challenge I'm facing is with the animations. I only want to use two walk animations: WalkNorth and WalkSouth.

    - When the player moves down, it should play WalkSouth.

    - When moving up, it should play WalkNorth.

    - When moving left or right, it should play WalkSouth, but mirrored depending on the direction.

    - When moving diagonally upward, it should play WalkNorth, also mirrored based on the direction.

    This logic has been holding me back for days, and I'm starting to feel discouraged. If anyone could take a look at my Construct 3 project and help adjust it, I would be extremely grateful!

    Thanks in advance!

    drive.google.com/file/d/1iMbS9mwGt_bKA7Z5pG-UqAB1e3j_9B2K/view

  • Thank you, Radkampfwagen, for taking the time to respond to my question — I really appreciate it! However, that’s not quite what I meant.

    I'm trying to achieve a movement system where the player moves while holding the right mouse button, and the animation changes based on the direction — using only WalkNorth and WalkSouth, with mirroring depending on the angle.

    If you have any ideas or suggestions on how to approach that, I’d be very grateful!

    I'm trying to create a movement system similar to Ultima Online, where the player moves while holding down the right mouse button and stops when it's released.

    The biggest challenge I'm facing is with the animations. I only want to use two walk animations: WalkNorth and WalkSouth.

    - When the player moves down, it should play WalkSouth.

    - When moving up, it should play WalkNorth.

    - When moving left or right, it should play WalkSouth, but mirrored depending on the direction.

    - When moving diagonally upward, it should play WalkNorth, also mirrored based on the direction.

    This logic has been holding me back for days, and I'm starting to feel discouraged.

    Here’s the link to my failed attempt:

    drive.google.com/file/d/1iMbS9mwGt_bKA7Z5pG-UqAB1e3j_9B2K/view