DarkViGaCi's Recent Forum Activity

  • Using AI in your projects can assist you with practical tasks. For example, if you're starting to localize your game into other languages and want a sample JSON file with a ready-made example, you can use this sample as a foundation and adapt it for your project.

    Or, perhaps you want to implement a specific game mechanic but aren't sure where to start. AI can explain the key aspects you should consider before beginning development. This can significantly save time and help you avoid many flawed decisions.

    Here's another example: let's say you want to create a puzzle game similar to one you saw on Google Play. Ask the AI to write the pseudocode for that game. Then, based on this pseudocode, create your events in Construct 3.

    However, don't expect AI to start creating games for you anytime soon. AI is a tool in the hands of developers. The mastery in using this tool depends entirely on the user's skill.

  • If you want to simply constrain the scale, use:

    clamp(LayoutScale, minLayoutScale, maxLayoutScale)

    Where:

    • minLayoutScale – variable for the minimum scale (e.g., 0.5)
    • maxLayoutScale – variable for the maximum scale (e.g., 2.0)

    (P.S. If you are using the "LayoutScale" method, be sure to verify that your UI layers have Scale Rate = 0)

  • I have no idea how you managed to create the vehicle suspension without JavaScript or third-party plugins.

    I used Distance joints to attach each wheel to several image points and fine-tuned the physical objects (terrain, wheels, and car body). This combination allowed me to achieve a farly stable suspension.

  • I made an asset featuring a procedurally generated smooth terrain based on Perlin noise and a deformation mesh. Create smooth, endless terrain like in Hill Climbing Racing – no code, no plugins, just pure Construct 3 events!

    The Procedural Terrain Generation asset lets you build beautiful, customizable terrain using Perlin noise and mesh deformation – all natively inside Construct 3. Whether you're making a physics-based racer or a side-scrolling platformer, this template gives you a solid, flexible foundation.

    ⚡️ No JavaScript or third-party plugins required!

    🧩 100% built using Construct 3’s event system.

    🌟 Key Features

    • 100% Event-Based: No JavaScript or third-party plugins.
    • Endless Terrain: Seamless chunk-based level generation.
    • Physics-Ready: Optimized collisions for vehicles and objects.
    • Fully Customizable: Tweak noise, texture, and mesh parameters on the fly.
    • Mobile-Optimized: Runs smoothly on all devices.

    🧩 Included Templates

    1. Terrain Generation (Basics)

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    Learn core mechanics:

    • Adjust Perlin Noise Scale, Octaves, Texture Scale, and Mesh Density.
    • Visualize terrain generation step-by-step.
    • Ideal for beginners to understand event-driven noise and deformation.

    TRY DEMO #1

    2. Terrain Generation Example

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    Endless terrain with a vehicle:

    • Drive a tank that smoothly follows terrain contours.
    • Speed slider to test stability at any velocity.
    • Chunk recycling system: Rearrange segments infinitely without lag.

    TRY DEMO #2

    3. Terrain Generation & Physics Vehicle

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    Hill Climbing Racing-Style Gameplay:

    • Physics-based jeep with acceleration, suspension, and grip.
    • Infinite procedural world with chunk loading.
    • Ready-to-play template with UI, controls, and camera.

    TRY DEMO #3

    🚀 Why Choose This Asset?

    • No Coding Needed: Everything built in Construct’s Event Sheet.
    • Seamless Physics: Terrain colliders auto-sync with visual mesh.
    • Endless Replayability: Unique landscapes every session.
    • Optimized: Uses sprite recycling and object pooling.

    Compatibility: Construct 3 r449.2+

    Support: Includes commented events and setup guide.

    Perfect for: Racing games, endless runners, survival sandboxes, and dynamic 2D worlds.

    Build the next Hill Climbing Racing — without writing a single line of code!

    VIEW IN STORE

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  • I've implemented infinite scrolling list mechanics. This means when an object goes off-screen, it gets moved to the opposite end of the list (top or bottom). Thanks to this solution, you can use thousands of objects for your list (like leaderboards) without any lag or freezing!

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    ✨ Key Features

    ♾️ Infinite Scrolling: Seamlessly scroll through content with dynamically recycled elements — no limit to how far users can scroll.

    ⚡️ Object Pooling: Dynamically recycles objects instead of destroying them – 90% less lag with 10,000+ items!

    🌀 Inertial Scrolling: Realistic momentum scrolling that gradually slows down. Adjust decay rates via variables.

    📱 Full Touch Support: Fully responsive on both touchscreens and desktop input.

    📦 Demo Included: A working leaderboard demo with placeholder items shows how to integrate the list with real data.

    Try in Arcade!

    Link to buy in Asset Store

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  • If you're making a game with a "Match-3" mechanic and want to find matches of 3 or more elements, it's much more efficient to implement this mechanic using an array rather than checking object collisions.

  • I created a procedural math crossword generator. It uses multiplication, division, addition, and subtraction operations. The value for each cell ranges from 1 to 100.

  • Maybe you meant "fixed joystick"?

    Just 2 events:

    Debug

  • Do you want to make a "folowing joystick" or maybe something else?

  • So, we have:

    1. An "Array" object, which represents a board with colors. Each cell of the array is a color number.

    2. A "matchedCells" array, where each cell stores the coordinates of cells marked as "Matched".

    Now, all that remains is to check for matches of 3+ colors vertically and horizontally. This is done using loops. Every time the color of the current cell matches the color of the previous cell, we add +1 to the local variable "n".

    Here’s a visual example of how the function that finds matches of 3+ elements in the array works:

  • Hello everyone! I've created a Match-3 game mechanics template and want to share my experience and source files with you. Here's what the mechanics look like:

    Everything you see in the video was achieved with just 98 events. Some interesting features worth noting:

    • Implemented hints for possible moves
    • Implemented prevention of dead-end situations (the player will ALWAYS have available moves on the board)
    • All game logic is calculated within arrays, with objects serving merely as visual representations of these array states
    • Implemented a finite-state machine (FSM)
    • No 3rd party addons

    Try it on Scirra Arcade

    Download source file (c3p)

    P.S. The template works correctly in Construct 3 r432, but there are bugs in Construct 3 r440.

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DarkViGaCi

Member since 29 Mar, 2017

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