MPPlantOfficial's Recent Forum Activity

  • So I've finished level 1 for my game and gave most objects in there (locks, enemies) the persist behavior. Working as intended.

    Now how do I reset them to default state when exiting to main menu? Given that main menu is just counted as another layout in and of itself once I click start game I restart the entire game with enemies now 'dead' doors now unlocked...

    Sorry I cannot provide c3p for this example since it contains personal sprites and assets

    Tagged:

  • What to do when your own family discourages you from making games?

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  • You can do it with the qarp() expression.

    x=lerp(ax, bx, t)

    y=qarp(ay, (ay+by)/2-400, by, t)

    where ax,ay and bx,by are the two endpoints and t is a variable that you'd gradually change from 0 to 1 and vise versa to go back.

    In the example I just set t to a triangle wave that ping pongs from 0 to 1 and back with abs((time/duration+1)%2-1) since it matches your example.

    alternately you could just do set t to clamp(self.t+dir*dt/duration, 0, 1) where dir is -1 or 1, and the clamp avoids overshoot. You could then compare if t is 0 or 1 to see where it's landed.

    https://www.dropbox.com/scl/fi/zxa5wnncpmhyrovadxia0/jumpArc.c3p?rlkey=5n5s9v0bqg8hxu8ctm2nxsqh8

    Oh man you're a life saver. I just never understood how to use qarp particularly what to enter in the last value.

  • I figured the X component is fine. I only want the Y component to have that arc

    I am garbage at this

    dropbox.com/scl/fi/1fz1wgskcobehqiasxtn6/JUMP_BW_POINTS.c3p

    Tagged:

  • The masking sounds like it should work, and does in the simple mirrored floor case, but I'm curious if we may run into issues with wall mirrors or something.

    Anyways here's a semi-simple floor mirroring test by duplicating things.

    https://www.dropbox.com/scl/fi/tg6b00a8oeaiuwaaw7i5u/floor_mirror.c3p?rlkey=h70lqijh99j88m5i92unydzta

    Yeah something like this was my theoretical solution as well but if I had to theoretically duplicate the entire level for a mirror effect I imagine that wouldn't be a very efficient use of memory.

    I'll consider doing it with a smaller draw distance. Thank you.

  • Hi guys as you can probably tell this is just a 2D overlay UI on top of a 3D environment. I was wondering if Canvas could project a second camera to give off this effect.

    This is from a game called Carmaggedon released in 97.

  • Mesh points are positioned relative to the object’s quad. 0,0 for one corner and 1,1 for the other opposite one. It’s a bit different but setting the pos to 0,0 and the size to 1,1 is one way to let you use layout coordinates and mesh point positions. Another way is to take and xy position and convert it with:

    (X-self.x)/self.width

    (Y-self.y)/self.height

    Oh I see. Will definitely try that. Thanks again!

  • Set the Sprite size to 1x1 and the position to 0,0

    Well that worked! Thank you.

    But I don't understand why I needed to set it like that before it would appear

  • As you can see the sprite I want to stretch becomes invisible what attempting to display it.

    I'm guessing they're occupying the exact same spot but I cannot see anything wrong with my code for it to end up that way

    dropbox.com/scl/fi/zvrimutedfl95rzzjw1wb/MyMeshTest.c3p

  • hi. the variable you want to play with is dt.

    So an example like:

    global number : TIME_MAX = 10

    every tick | subtract dt from TIME_MAX

    would be a countdown starting at 10 minus time passed.

    You can modify it by including a multiplier for dt like 0.5*dt is slower by a factor of 2. You get the idea

  • Hi I've managed to implement your suggestion and aside from the fairly jumpy Z component, I'm quite happy with the result.

    To anyone following here's the link:

    dropbox.com/s/p5eacrlgjkapccb/FPS_look.c3p

  • Summoning R0J0hound

    Any workarounds with how 3DCamera rotate works?

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MPPlantOfficial

Member since 17 Feb, 2016

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