Jhunter2551's Forum Posts

  • Gotcha, thanks for your response. I'll see if I can get that info from some users!

  • In my Steam demo for Vampy's Big Day, a significant number of players are seeing colored rectangular boxes rendered around various sprites during normal gameplay. These appear to be the sprites' collision or bounding box geometry becoming visible, which shouldn't be rendered at all. This was reported by ~20+ players across a playtest window of roughly 3 days. My suspicion is that is has to do with graphics drivers, but now that a significant enough number of people have reported the issue, I'm wondering what I can do to fix the bug on my end.

    What players are seeing:

    The boxes vary in color depending on the affected sprite/object type. Reported colors include purple, blue, green, yellow-green, brown/dark brown, white, and translucent/dark grey. Affected objects span a wide range: small sprites (falling leaves, noise particles, sun-hurt animations), NPC sprites (villagers, guards, the ram), interactive objects (keys, garlic, rocks, bushes, pumpkins), UI elements (settings/controls menu buttons), and level select icons. (will attach pictures at the bottom)

    Reproduction is inconsistent — this is the tricky part. Behavior reported by players falls into roughly three buckets:

    Present from launch — some players saw boxes immediately after the intro cutscene on first boot, and they persisted for the entire session.

    Triggered mid-session and then persistent — several players reported boxes not appearing at first, then "turning on" after a few rooms (often noted around the village section or after a load/reload), and not going away after that point.

    Randomly appearing/disappearing — a smaller group saw boxes come and go, with re-entering a room or reloading the save sometimes clearing or triggering them.

    One player specifically noted: "I made a new save and it looked perfectly fine. Then I reset the level and started seeing it again." Another: "Going in and out of a level can change whether/which sprites have boxes around them."

    Platforms

    Primarily Windows (the vast majority of reporters). Also confirmed on Mac and SteamOS/Steam Deck. The affected sprite types appear consistent across platforms.

    The game functions normally during this bug — no crash, no freeze, no gameplay impact reported. Players universally describe it as a visual-only issue.

    My current suspicion is this is related to how C3 handles the Show collision boxes debug flag or a GPU texture/renderer state that's leaking or not being cleared between layout transitions. The fact that it's intermittent and correlated with room transitions/reloads points toward something in layout or object lifecycle rather than a static misconfiguration.

    Would love to know if others have seen this in C3 projects and whether there's a known cause. Really just not sure what I should be doing on my end to mitigate the problem.

  • Hey all,

    Working on a stealth game where you play as a vampire avoiding the sun. You can move the shadows by moving the lightsource.

    I use the shadowcast behavior to show shadows visually, but I have a function that handles if the player is overlapping the shadow (since you can't check that collision).

    The function works great except for a recent development causing issues. I've tried rewriting the function a few times but no dice. Would love some feedback on how I can make this work better.

    It's a weird system, so I'll attach the function screenshot, explain how it's used and then a picture i drew explaining it.

    This is the function. It takes a pointX and Y and returns whether that point is in shadow (0 is not in shadow, 1 is in shadow)

    I call the function on all ticks on 4 image points of the player. If all 4 image points return false, I assume the player is exposed to the sun and deal damage.

    Here's a drawing showing the problem.

    The system works great normally. But I've started adding other obstacles that are solid objects which are interfering with the raycasts.

    The weird thing is that I've had fences (solid, 9-patch) and they don't cause the same issue. Not sure why that is.

    Here's a gif showing the problem in action.

    media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExOGM4emh1cTY3bzY0MW93eHY1cDQwN3dkZ3Y1cTlvdGFkaDR5a3NtMCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/X6K1SqO0z2kBSHHkoM/giphy.gif

    Any help or ideas would be much appreciated. Seems like a simple problem but for some reason I'm stumped. If only I could just only consider raycast collisions on shadowCaster objects.

    Thanks!

  • Is there an easy way to improve the visual look of overlapping shadows? It would be a huge help for my current game. Obviously the shadowed area should be 1 shade, but the overlap is darker. Anyone have a solution for this?

  • Works like a charm. I'm in the middle of a game jam, you definitely just saved my game. Thanks a ton!

  • That's super helpful, thanks. Only other thing is the sun in my game sometimes in close enough to the objects that the shadows aren't infinite (don't extend off the end of the screen). Could I somehow check if the player is standing in the shadow even when the sun doesn't have LOS? Maybe using the distance from the sun to the player and shadow height?

  • Hi all, I am making a game that relies heavily on detecting when the player is in a shadow and when they are not. I've been working around it by making separate shadow objects and scaling them based on the position of the sun, but it's getting tedious.

    I looked into other methods and found some people saying you could use Line of Sight to simulate the shadow cast behavior, but how would the math work? Since the shadows grow/get longer as the light source moves, I can't wrap my head around using Line of Sight. You'd have to constantly update the range and cone of view.

    Does anybody have any suggestions on how I could achieve a shadow collision detection with the Shadow Cast behavior? It would save me a ton of time.

    Thanks!

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  • Hello,

    I am attempting a little mechanic where the player is inside of a rotating dice. I want to make it so that when the dice rotates, any objects on the floor rotate with the walls. Currently, I am attempting this effect with an object with the rotate behavior on it. But as the video I am attaching in a link shows, the objects simply end up in the same place every time.

    Any idea how I could make the objects stick to the floor essentially until the rotation is finished so that it creates interesting puzzles? Or if there is a different and more feasible way to accomplish this?

    Any help would be amazing.

    drive.google.com/file/d/16G50EfkwNdAlsbOTvht0Z1e-O0Scxl2v/view

  • The built-in savegames feature should work fine in NW.js as well.

    How so? I downloaded the folder with the executable and I use the save feature to save to a slot, then that save works as long as the exe is running. When I close it and reopen it, the save file either didn't save or is not there. Am I using the save load feature wrong, or is there something I'm missing?

  • Hey all,

    I am working on a pretty large metroidvania and I am at the point where I need to focus on the save file system. I thought I could simply use the save and load system actions but they don't seem to work when exporting and playing on NW.js, which is what my plan is. After reading the documentation, it appears the save and load files only work in the browser? I am generally confused by how they work. I am aware that I could use local storage to store keys, but I'm hoping there's a better way (since I need to be able to save things like enemies and items with the persistent behavior).

    Basically I'm asking if there's a way to save the state of my game (or even just save all the variables and persistent objects) so that when the player closes the game on NW.js and opens it again, the save file is still there?

    Any ideas or explanations of save and load would be very helpful. I am still new to the concepts and I'm trying to figure it out.

    Thanks!

  • Hello,

    I have a situation in my game when the player gets an item. A screen comes up with details about the item, setting the timescale for the entire game except for the sprites on screen to 0.

    I need to have a sound effect play while this happens, but I can't because the time scale is 0.

    Is there a way to make only one audio clip have a regular time scale, or even a way to set the audio plugin's time scale? I'm having trouble finding anything.

    Thank you!

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  • if all you want to do is not repeat the previous one, then you could save the previous choice and make a While Loop keep generating a new one until its not equal to the previous.

    just make sure to save the one you pick as the "new" previous one

    something like this

    This looks like what I need it to do! This will definitely work for the finite state machine enemies, but I'm wondering if you have any ideas on how to log the audio file that is chosen as the new previously played?

    Because it chooses from a list of sound files, I don't know how to track which one it chooses.

    Either way, your suggestion is very helpful. Thanks!

  • Hello,

    I've been struggling but largely ignoring this problem in my game for a while. I'm developing a metroidvania that involves a lot of situations where this crops up. Most of my bosses are developed using a finite state machine, so most of the time there in an event saying something along the lines of: "set state [choose("state1", "state2", "state3")]. When the state is chosen, there are some times the same one will play over and over due to random chance. I have also had issues recently when adding sound effects. I have 4 footstep audio files but when I choose randomly, it often plays the same sound multiple times in a row, which sounds off-putting.

    The main question is: How can I choose randomly from a set of STRINGS and not get the same one twice in a row?

    I have looked into advanced random features such as permutation tables but they mostly include numerical systems. I would assume there's a way to set strings equal to the numbers in the permutation tables or something but I am not familiar enough with advanced random to think of something.

    Are there any simple solutions I'm missing? Or what is the most efficient way of implementing something to regulate this?

    Any ideas would be great.

    Thanks!

  • See I would do that, but there’s honestly way more things I want to stay persistent than there are enemies. Small things like pickups, chests, and gates. Adding all of those as variables would be very cumbersome I think so I’m trying to avoid doing that if possible.