oosyrag's Forum Posts

  • Did you add the solid behavior to your obstacles when trying line of sight?

    I'm not seeing any event logic in your sample project to check if there is an obstacle in the way as a condition before firing or acquiring targets.

  • I'm not sure for a web or app export, but with nw.js in a desktop export you can get filenames with the listat() expression from a directory, and use that to build a list of your sound files. Then play by name.

    I think for web/mobile export you'll need to manually create a list of sounds you want to play. I'd make a little side utility to create this list for me with nw.js if it is updated often. Then I'd save the list and use that as a project file in my actual project.

  • Use an invisible helper sprite with the scrollto behavior instead of your player sprite. Position the helper sprite relative to the player however you wish.

    That would be set to player.x, player.y+(d-c) in this case.

  • You probably want to work out a steering/flocking system instead of using physics.

    The most simple one is to use two bullet behaviors on your sprite, and add your sprite to a family.

    The first bullet behavior is a constant speed, 0 acceleration, with angle set towards your target.

    The second bullet behavior is a 0 speed, small acceleration, disabled by default.

    On sprite overlap family, set bullet2 to enabled, and set the angle to angle(family.x,family.y,sprite.x,sprite.y)

    Then on sprite not overlapping family, set bullet2 speed back to 0 and disable.

    You can improve this by adjusting the (repulsion) acceleration based on distance, rather than simply overlapping.

  • Did you change your stepping mode?

    Use the physics set stepping mode action and set it to dt.

  • You cannot open an exported project to edit. An exported project is not a local project folder.

    Opening a local project folder is used with a project saved as a local project folder.

  • Also, what is the resolution of your images? Unnecessarily high resolution sprites can eat up your graphics memory. It could also be a fill rate issue, if you're layering too many sprites on top of each other.

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • The included shadow light plugin actually draws shadows, not lights. The radius property is for the size of the light source and softness of the shadow edges rather than the distance the light "shines". You can make a hard edge by using a dark masking layer on top of everything, that is a circle or radial gradient of some sort centered on the player that is transparent in the middle.

    Alternatively, you could use a visual line of sight/visibility map type effect, which is a bit more involved.

    redblobgames.com/articles/visibility

    I have an implementation of something similar here, with some other stuff I was testing out when the cast ray feature came out. dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

  • That's the right one, it is still being used. I recall them mentioning somewhat recently that archiving and making a new one as frequently as originally planned was undesirable for certain reasonable reasons. Can't remember the details though.

  • If you're running into performance issues with just a few hundred objects, you might have some other problems.

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

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  • Pure guess, but possibly works with the canvas rotated.

  • The drawing canvas plugin included with c3 is similar to the paster plugin. Techniques used with paster should be relevant to the drawing canvas.

  • Rather than set the animation based on input, you'll want to set it based on the direction of movement.

    I also find using an intermediate instance variable works best for setting directional animations. A variable can only ever be one value at any given tick, as opposed to worrying about different combinations of inputs.

  • Did you update Firefox? As mentioned, this is a browser limitation, so different browsers can behave differently however they see fit.