j0schi's Forum Posts

  • I still was not able to figure this out :(

    There should be a way to calculate the relative position of the ship based on the 3D camera angle? If not i just have to drop the 3d part for now :(

  • Maybe this makes it a little more clearer what i mean. the cam is positioned at

    layoutwidth / 2, Layoutheight/2-1000 and looks at LayoutWidth/2, LayoutHeight/2 with a Z of 100.

    1) shows the mouse position

    2) shows the playersprite position

    3) shows the perspective

    Kind regards

    Joschi

  • I wanned to try out the new 3DCam to give a bit of perspective for my top down shooter, which really looks cool. so i did this:

    https://i.gyazo.com/925a5511de23374458ccd86d6147346f.png

    Now i want the mouse position to be absolute, so where the mouse is the playersprite should be.

    So normally when i scale a layer i just use Mouse.X("layerName") or Absolute to position an object correctly to the mouse.

    However this does not work for obvious reasons with that cammera positon. How do calculate the correct position of the playersprite in a 3DCam perspective? So the playersprite is actually where the player sees the mouse and not on a relative position for to the mouse cursor.

    Hope this is understandable :D

    Does this has something to do with CanvasToLayerX(layer, x, y, layerZ)

    Kind regards

    Joschi

    Tagged:

  • Hey Folks,

    currently i am looking in interesting new ways of doing puzzle games.

    So lets say i have an background layer, with animated sprites and some particle effects on it. Is there a way of rotating parts of it by overlaying it with a sprite? Basically what i want to do, i want to rotate the part of the background that is under the "rotator" sprite.

    Here is a pretty simple example, 1 is the backgorund 2 is the sprite with an disortion effect. gyazo.com/bf6b30dcf8dbc21d218802f1937f8785

    But instead of disortion i want a "clean" rotation so mirrored/flipped. And sprite 2 should not be visible at all, just a placeholder i know i could cut up the background in lots of animated sprites but that seems rather cumbersome, especially when i want to animate it in construct.

    Is there a way to do it? Maybe an effect or something in the asset store i dont know about?

    Kind regards

    Joschi

    Tagged:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey Mikal,

    i am still working with your Plugin, newest version. Its working fine so far, however with 2 exports i got the problem that the grafics dont show up. The console shows the following error:

    All other animations working as intended and i have no idea what went wrong here :(

    Maybe you have an idea? Meanwhile i will recheck the spine project and reexport those...

  • To answer my own Question:

    1) Export the Tilemap

    2) Open the *.tmx file

    3) change the tilemap size to 1

    4) delete the tilemap data exept for the first entry.

    5) Happy tilemap editing

  • Well the bigger tilemap is 40000x40000px It actually runs pretty good ingame but in the editor its a bit laggy. ITs ok as long as i dont edit it. The smaller oney are the ones i want to edit. However that doesnt work because he somehow adapts the size of the other (bigger) instance.

    However it seems that there is another problem...

    the project has 1 MB when i save it and my pc has 32GB of memory.. never have run out of it lol

    And thanks for all the tips! i diabled the animated UI already, however the include sheets is a very good idea :) Still, i miss construct 2 a bit where i never had those issues :(

  • I have a tilemap, which i also use in another layout. there i filled it. Problem now, as the tilemap is completly filled, its very laggy to draw in :( Is there a way to empty this instance of the tilemap?

    gyazo.com/c25581c9bacfaedaf7acd93cb72d64f9

    Thats for my question...

    For the feedback:

    In constrcut 2 it was no problem at all to handle this size of tilemaps. I use construct 3 for a few weeks now and there are parts of it i rly love! All the new features and the workflow is very good... However, nothing that could not have be done in c2! What i dont like about C3 is the performance of the editor... Everything is kind of unresponsive especially in bigger projects. Also it crashes quite often for me, when setting image points for example... Also yesterday my internetconnection was gone and i could not start C3... So i was not able to continue to work... I am just a bit angry, because non of this was ever an issue in C2 :( Its a lot of little things that are just not nececary with a program that not runs in the browser...

    Anyways i dont want this to be a rant, but it would be nice to know how i can handle the big tilemap? how do i "delete" the tiles so it is responsive and i can draw on it again?

    Di i have tio create a new tilemap?`

    Kind regards

    Joschi

    Update: I deleted a few tiles, then selected those and deleted more and so on till the tilemap was empty, still its very laggy and i cant draw... i will ad a new tilemap for now till there is a solutuon....

  • Thank you both very much! This really helps. Didnt know about the follow example, it seems to be very well done. I will play arround with that a little to tweek it to my needs :)

  • Here is how i solved this.

    Basically it checks at every start if the last start is longer than 24 hours ago and if yes the player gets his dayly bonus.

    Kind regards

    Joschi

  • Hey Folks,

    i want to have an object to follow the path of the player. Currently i have a move to which i add a waypoint every 0.1 to which works, but the movement is pretty choppy.

    gyazo.com/9254d90836cefe6f3065fbfd873b9067

    So is there a way to keep a fixed distance and make the movements smother? I thought about add a skin and make it lerp, but even for that it seens to be to choppy. Also it would be even further away. Is there a better way to do this?

    Kind regards

    Joschi

  • You do not have permission to view this post

  • Well, i tryed a lot more but its really really hard, especially as the jump through is very wonky :( also with the diagonal platforms its hard to do... I think my best bet would be to figure something out with move along path...

    Semms like this "bug" exists for a while now: construct.net/en/forum/construct-2/how-do-i-18/continuous-fallinglanding-147718

    I cant get it to work properly especially with fast moving sprites. No problems with this fall through with solid behavior but then i habe to figure the jump through out which is hard... The collision detection is kind of nuts and it seems like one cant set the stepping mode manually like with physics or bullet behavior. Currently ill try to create the movements with bulletbehavior which seems to be overly complicated :(

  • update: jump through really doesnt do it for me as i fall through the "rails" constandly even with pixel perfect positioning... i even tryed to modyfy the collision poligons and tryed different shapes... i dont think there is a good way to do this with the build in constrcut functions which is a shame :(

    It does not help much, that i can drive through rails from below now haha as i even fall through straight rails... gyazo.com/aed27dc97769117db9292e632c64e803

  • Well yea you go upwards till you hit a wall (1)

    Thing is jump through does not work wenn you "run" into a ceiling haha :D

    One way solids are actually some starting point, i will play arround with it more, unfortunately most of the examples from the old posts are not there anymore :(

    Thanks!