usbtypec's Forum Posts

  • What version of Construct are you using? Other than that, I have no idea how to help, this hasn't ever happened to me before.

  • Also the stutter only happened for me once, it wasn't like the YouTube video. Maybe it has something to do with the player's bullet behavior? Try testing with 8Direction instead and see if the issue persists. If so, it's a camera problem. If not, it's a behavior problem.

  • After more testing, I saw the stutter happen once. I have no idea why this happens though. Just wanted to let you know it isn't just you.

  • For me it looks perfectly fine, I didn't see any stuttering. I don't know why this is happening for you though. Maybe the framerate/refresh rate on your monitor is slow?

    Sorry I wasn't able to help

  • The problem isn't in the look up/down group, it's above it. The events in the look up/down should be working fine, but even if it is triggered, the events above (Camera MoveTo is Enabled / Player Is on Floor) will end up triggering the next tick anyways, meaning that it would "cancel" out the look up/down.

    Try this: add a global variable boolean called lookingUpOrDown (or whatever you want to call it) and set it to true on the On Timer events. Then, on the Camera MoveTo is Enabled and Player Is on Floor events, add a condition to check if lookingUpOrDown is false and only trigger if it is false. (Use System > Is Boolean Set, then right click on the condition and press Invert. This checks if the condition is NOT true.)

    Then on the W / S Released event, add Set lookingUpOrDown to false as an action.

    Hope this helps / works!

    EDIT: fixed a typo

  • The Google Drive link says that I still don't have access, did you share it correctly? I can't help much until then.

    Personally I like to create a Lerp Camera instead of ScrollTo. Create an invisible camera object with ScrollTo. Then, as an event, Every Tick > Camera > Set Position > X: lerp(camera.x, player.x, 0.03) Y: lerp(camera.y, player.y, 0.03)

    Note that the 0.03 on the lerp can be changed to change how fast the camera focuses on the target position (which for the example was set to player.x and player.y)

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  • Are you using a Tilemap to create your layout? I once had a problem where I would "erase" tiles by painting with a fully empty tile, but this actually still puts the collisions there, you need to use the eraser tool instead.

    On the layout properties bar, at the bottom is a check box labeled "Show Collision Polygons". enable this and see if there is perhaps anything out of place / larger than normal.

    Hopefully this helps!

  • I don't ususally use Google Fonts so this may not be a big help, but here are some possible reasons / tips:

    1) check to see if the Text object has the Font property set to whatever font you want.

    2) It could perhaps be an issue with Google Fonts. I like to use FontStruct, you can make and download fonts and import as a .ttf file, and I've never had issues with it.

    3) This isn't likely, but it could be an issue with the editor or the device. Maybe the editor doesn't preview correctly?

    Maybe share a screenshot of more details to make it easier to find the problem.

  • Thanks yet again dop2000!

  • I don't know why this is happening, you might want to ask some users such as dop2000 or RojoHound about it, perhaps even Ashley if it is an engine bug.

    One idea is that perhaps your layout's assigned event sheet was changed? Check the layout's properties tab and check to make sure it is using the right event sheet.

    Other than that, I don't yet know what the cause could be. Sorry :(

  • So I want to create a sort of background effect that "bends" near the player. My first idea was to use the Bulge effect with a small radius and a negative scale, but then I found out I cannot set the position of the Bulge.

    Is there any way to do this or recreate the effect, maybe using meshes or something?

    Here is an example screenshot of what I want to achieve.

    Tagged:

  • Could you send a screenshot of your events? It's going to be much easier to help you if we can see what your events are.

  • On Right Mouse Click: System -> Create Object -> Fill out parameters

  • This will work as long as Set Angle is enabled for the bullet. If it isn't, use Set Angle of Motion instead.

  • Personally I like to use the physics behavior. It sounds crazy, but it works.

    -Make the enemy physics hitbox a circle

    -Set the enemy physics iterations to something like 2 or 3

    -Set world gravity to 0

    -To move them toward the player, use Set Velocity -> cos(angle(Enemy.X,Enemy.y,player.X,player.Y))*Self.speed for X and sin(angle(Self.X,Self.y,player.X,player.Y))*Self.speed for Y

    Hope this helps!

    EDIT: I am now just seeing you already tried Physics and it was laggy, sorry about that. Although you could try to reduce the physics iterations of enemies, this will make them update less and increase performance.