TheCrudeForge's Forum Posts

  • 11 posts
  • Finaly got around to work on this again after a longer gamejam.

    Optimized it, before the CPU + GPU would easily spike up to 60% with around 250 drawingCanvas.

    Now it holds steady around 20% with around 250 drawingCanvas.

    *All the drawingCanvas have physics on them too, which currently is what makes them move around. (because i intend to use it for a spacegame)

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    In the bottom right, you will get a snapshot of the object every 0.1 second. Anything lower then that seem to not work.

    This is made with placing a DrawingCanvas that sets its position to the object you want to track, And paste all the world object you would like to show, before "save the image"

    This image we can load into a sprite that is on the GUI itself.

    https://drive.google.com/file/d/1Htmz1bAtktbzpJyOaaUBTA0JcqTOSjcA/view?usp=sharing

    Here is the c3p for this entire little game, it have a lot of other stuff going on too since it was made for a gamejam. But you find it under "Crates" and the group that is called "Crates"

  • Destructible terrain updated.

    Better detection of damage.

    Various ways of cleaning up destroyed terrain.

    Physics now use collision filter tags, to take edge of performance.

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  • The feature should be working correctly - the problem with your project is you've set up the collision filter incorrectly. You've set up two kinds of objects to use exclusive collision filter with tags "wall", meaning they will collide with everything except things tagged "wall". But nothing has any tags at all - all the 'Tags' fields of all the objects are empty. So the collision filter will do nothing. It looks like you confused giving objects tags via the 'Tags' field with specifying the tags to filter by in the collision filter.

    Thanks Ashley, you might want to clearify this in your document system. It does not state that the tag system ONLY works with whatever is set in "Commen".

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  • Okay, having to set duplicated tags for this system is very confusing in my opinion. Should be handled solely with the tag in the Physics Setting in my opinion.

  • I do have tags set:

    3D object have the tag "wall" preset in the editor.

    sprite gets the tag set on create.

    But lets move the 3D objects out the equation.

    then i have the following sprites with physics.

    Test : Get tag "wall" on created as exclusive

    Player : Have no tag.

    Test: Should not collide with each other BUT with player.

    / They still collide with each other, AND the player

  • This feature seems to be utterly broken.

    In a very simple test with:

    2 sprites

    2 3D objects

    sprites on Created

    Set collision filter "wall" as exclusive

    3D objects have collision filter "wall" as exclusive

    on the editor.

    NONE of them exclusive collision with either one.

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    Here is the CAPx

    https://drive.google.com/file/d/1qPxfJPSzfAEM4Zn7l0NRo1cFHolTBlFb/view?usp=sharing

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    Testing on enviromental types, and their armor vs gun damage.

    Gun deals 21 damage.

    wood = 0 armor

    concrete = 20 armor

    steel = 40 armor

    Next would be bullet behaviour on each type.

    Wood could be penetrated without destroying bullet.

    concrete would simply just destroy.

    steel could riochet the bullet.

  • Impressive, though a few parts didn't fall

    :) Yeah need to tackle the detection a little better, right now it is done on a singular imagepoint on the projectile, on drawing canvas.

  • System im working on for a game that i am making.

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  • System im working on for a game that i am making.

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  • 11 posts