part12studios's Forum Posts

  • If I go with 16x16 I get this problem. yes the grid is tight for the first tile like in this picture. the first row looks great.. amazing.. but then look to the right.. you see the 16,16 becomes an issue because the tiles you can select are now of and thus stamp off.

  • Hi everyone, so overall tilemap stuff is going fine, but the kenny art assets have this annoying clear gap between all the assets. they are 17x17 grids to give this gap between.. but if I use 17x17 in the tile sheet the images don't stay nice and tight in the 16x16 grid.. but if i do things in 17x17 then those gaps between the assets show up. Is there some way to use this tilemap and effectively continue to draw in a nice neat 16x16 grid?

    See how that bed is not in sync.. this gets worse as you move across the layout.

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  • Bump. Is this something that is tricky for most other Construct 3 users? I've been afk with Construct 3 forums so with so much new 3D stuff, I can imagine like many others, 3D in Construct opens up a lot of new parameters that are just not easily relatable.

    I still know 2D fine and that's great, but there are some really exciting 3D things going on, but there's not a lot of comprehensive tutorials yet on how to work with the latest 3D camera and features.. new stuff coming faster than youtubers can produce comprehensive videos.

    I look at the demos and while they work and do things, it feels like there's a pretty big leap from knowing Construct 3 in 2D and reading the events these demos include and understand how the developer knew what values do what and how to make them behave in very specific ways.

  • Hi everyone, I've been banging my head against this one for awhile and finally decided to see what i'm doing wrong.

    no matter what i tinker with i seem to always be at a 45 degree angle to the object..

    i have looked at various examples and i can't seem to find it. the frogger example seemed close but because it's strictly oriented as it is, it didn't appear to help me. I imagine it's something simple

    If I wanted to pan left and right around the center object.. how would that be done? this is where I'm trying to go with this.. to be able to shift my perspective keeping the same relative distance / elevation from the player object.. but i'll start with just being able to change the fixed angle and move from there.

    Thanks!

    Caleb

  • bah! yes that was is.. they were both kinda off.. always the last place you look. :)

  • Hi everyone, I've noticed this and fought with it for years and usually it just kinda works itself out but this time i'm really just not sure.. basically what you get is two sprites exactly the same size.. in my cast 16x16 pixels.. yes tiny.. but when i move them around one is actually off by a slight amount.. even if they have the same pixel coordinate one is off of the other. I just don't get why this would happen or how to fix it..

  • I was thinking when they went to a text field they were converted to string..

    that makes sense, thanks! You're the best! =D

  • Hi everyone, so I'm trying to construct a 8x8 pixel art editor that outputs binary values for the Odyssey 2 1978 console.. I'm learning how to make games on it, but for making sprites the values are primitive.. 8 rows of 8 bit values..

    So I just thought it would be fun to make an editor that basically spit out the binary values next to each of the 8 rows, but so far when I try something like var1&var2&var3.. the value still just shows up as 0 in the text field.. even if the first value is 1.. i was hoping to display them in a single text field just so copy and pasting could be done easily..

    Is there a way to get a text field to display the numbers together like for example. "10110110" each 0 or 1 being dictated by which boxes in the 8x8 sprite grid.

    Weird request I realize, but the basic inquiry though I imagine must be possible. I just don't get why.

    I know i could make a bunch of separate text fields for each individual number and i might just do that for quick / dirty.. but the results surprised me when & didn't merge the values as text not numeric / mathematical values.. but maybe that's the problem.

  • make your life a lot easier for now and lock orientation to one or the other. If that's the problem, just have the game work in just one. Few games really NEED to allow both. Sure its nice, but getting the game finished sooner is nicer.

  • ah i see.. i wasn't sure about those. so i need to check for the specific room name i'm currently using and if it doesn't exist.. update the ability to go further. Ah that's awesome. I'll see how far I get with that!

  • keep at it. you'll figure it out. just look at what you want to do.. and whatever else you try.. never overuse "create new object". this is a very expensive act on the cpu.. that's why particle effects tend to be very costly.. and they have to be used very carefully.

  • First let me explain what I'm trying to achieve:

    Hi everyone, so the multiplayer chat is great. But because of the importance of being able to moderate a room, I would like it where only I can join as the host when I'm online. If i'm not joining as host (using some secret button / key combo) I would like others to be know the chatroom is offline..

    This is important as if someone outside joins as host who's not someone I know, they could effectively hijack the room and just be a real pain to deal with..

    My plan is to have a "SysOp" account always connected so this normally would fix that, but if for any reason my Sysop gets knocked out of the chat, someone else could take over.

    So the question:

    is there a way before the player attempts to enter the room to prevent them from being able to join. I could imagine a menu screen where this menu screen shows "Chat Room (offline)" when they go there and the chat room is hostless.. but when the host is in the room, remove the offline notification and allow them to proceed.

    I went through all the options in multiplayer and didn't see anything that seemed like it would do the trick. It seems like if the host is in the room, there might be some way another user via construct could detect if "host is in the room".. or somehow that the room is instantiated.. if it is. then proceed, but if not, then the chatroom is offline.

    Thanks in advance for any tips / advise anyone has.

    Sincerely,

    Caleb

  • I'm not sure I follow what your game is really doing, but if I think I follow it. you just spawn those "walls" once.. then you set their Y (up and down) position gradually over time.. for example.. "every tick, set object.y to object.y+1 (to make it move downward).. but yea just rethink how you're moving things around.

  • seems like it's happening when you press down.. but when you let go it's smooth.. so clearly something you're doing "every tick" is too much for the cpu..

    actually i see exactly what's up.. you're creating three objects EVERY TICK! that's basically hundreds of things being spawned in a few seconds...

    whatever those objects are, need to be created once and moved around.. not constantly created

  • yea it's not bad.. a few tips to get started with physics..

    1. at start of layout on a given physics object "set world gravity to 0. this will keep things from "falling" off the screen in a downward direction which is the default.

    2. the object you want to "throw" any direction needs to have physics added to it. this will open up a slew of impulse options in that object.

    3. any object you want to stop the thrown object needs to have "solid" behavior added to it

    from there it's mostly experimenting. there are physics properties like friction which can help keep the object from sliding to far..

    It will take some tinkering to get it right, no simple way to do what you want without a little practice with construct, but this should get you in the right direction.

    good luck!