BigKabeza's Recent Forum Activity

  • For anyone interested in this...I have created a bundle with a 30% discount that includes the 3D Platformer Template + a 3D camera Template.

    You can check it here:

    https://www.construct.net/en/game-assets/bundles/construct-3d-development-583

  • Ten months later...I agree with this.

    I have just published a bundle and it is in page 15 (0 visibility).

    I talking about this one:

    https://www.construct.net/en/game-assets/bundles/construct-3d-development-583

  • Hi everyone!

    After several weeks of development and testing, my Real 3D Platformer Adventure Kit is now available on the Construct Asset Store.

    Subscribe to Construct videos now

    I started this project because I wanted to explore how far Construct 3's current 3D features could be pushed using Event Sheets. The result is a complete and editable starting point for creating third-person 3D platformer games.

    The player can move freely across the X and Y axes while jumping, falling and interacting with surfaces at different Z heights. The custom collision system allows the player to stand on elevated platforms, walk underneath them, collide with walls and ceilings, climb steps and follow ramps.

    The template includes:

    • Camera-relative 3D movement
    • Height-aware floors, walls and ceilings
    • Third-person camera with mouse and gamepad controls
    • Steps, ramps and moving platforms
    • Launch pads and interactive switches
    • Player attacks, damage, health and lives
    • Slime enemy AI with multiple states
    • Stomp attacks, hazards and spikes
    • Coins, health pickups and animated HUD
    • Checkpoints, death and respawn
    • A playable demo and interactive tutorial
    • Editable Event Sheets and original 3D assets

    You can test and play the demo layout in Scirra Arcade here:

    construct.net/en/free-online-games/real-3d-platformer-adventure-88150/3778797e-9124-4987-a2a4-61f43f6ae930

    Here is the link to the Construct Store:

    construct.net/en/game-assets/game-templates/real-3d-platformer-adventure-5698

    If you decide to give it a try, I would really appreciate an honest review on the Asset Store or feedback here in the forum. Positive and critical feedback are both useful, especially as I would like to continue improving the template.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I don't get the point of these spammers, why do they do that? They don't try to redirect you to a scammy place with a link or any shady stuff, they just made a lot of post with pure b***s**t

  • I want to a sound to stop but i have to enter a tag witch i don't what is it.

    When you select the action "Play Sound" you can write there the tag, so you can stop it with the same tag you wrote there.

  • I'm sorry I don't think I understand how to do any of that.

    Ok, i will try to simplify it.

    Every cell in your game is an sprite called Sprite_Cell. Imagine that you make a grid of 8x8 with those Sprite_Cell of size 64x64.

    So you add instance variables(number) to the Sprite_Cell: Cell_X and Cell_Y to identify the column and the cell for each instance.

    Why this? Because "Tile Movement Behavior" has its own grid, but Drag & Drop, Bullet and Turret do not automatically know about it. You have to make them use the same cell size and grid position.

    An object using Tile Movement already knows its cell. You can get this with Player.TileMovement.GridX and Player.TileMovement.GridY.

    If the Player or other object haven´t the Tile Movement you can calculate the Sprite_Cell with:

    Player.Cell_X=floor(Player.X/64), the same for Cell_Y.

    Here is how that apply to your examples:

    -For drag & drop: When you drop the player-> On drop: Set X to floor(Player.X/64)*64+32 and the same for Y. This finds the cell where the piece was dropped and moves it to its center.

    -For damaging every enemy in the bullet's cell: Give the bullet and the enemies instances the same variables: Cell_X and Cell_Y, so you can compare if:

    (Enemy.Cell_X = Bullet.Cell_X and Enemy.Cell_Y = Bullet.Cell_Y)--->Substract health from enemy.

    -Showing movement range: You can check the distance form the player with:

    (abs(Sprite_Cell_X-Player.Cell_X)+abs(Sprite_Cell_Y-Player.Cell_Y)

    For example, if you make a for each(Sprite_Cell) and the distance is less than or equal to the Range of Movement that you chose--->Change Sprite_Cell color.

    The nested X and Y loops I mentioned before are only useful when creating or checking the entire grid. You do not need them just to snap one object to a cell.

    I hope this make sense, but i know that could be difficult to understand, also its difficult to me to explain this with text.

  • When I work with cells, i like to give each instance the vars Cell_X and Cell_Y, it doesn't represente the x/y possition, it represent the position on the grid, like 0-0, 0-1, 0-2, etc.

    So you can iterate over it with a for loop inside another for loop:

    -For "x" loop

    ---For "y loop

    If you have a player use also Cell_X and Cell_Y there, so you can compare its possition with the cells of the grid.

  • WackyToaster You’re absolutely right. Getting this to work required a lot of custom logic, especially Z comparisons between different collision volumes.

    So I completely agree with the point of your post. Hopefully we’ll see more 3D support added to the existing behaviors soon. 🙂✌️

  • Regarding the final "Super Mario 64" point, you can already get closer than it might seem with event sheets, although it takes quite a lot of custom work.

    I’m building a template covering movement, jumping, ramps, elevation, collisions and camera handling. It’s still a WIP, but this is the current result:

    Subscribe to Construct videos now
  • I've added GLB to relevant categories - if it doesn't work still let me know what category you're uploading to.

    I was trying to upload as "Graphics->Asset Packs", I have checked and I can see the GLB file format is now available there.

    Thank you so much! 🙂✌

  • I’m preparing a Graphics Asset Pack containing game-ready GLB models for Construct 3’s official 3D Model object. The uploader does not list GLB as an accepted file type. Can GLB files be distributed inside the ZIP? Are any plans to include a specific 3D section inside the graphics category?

  • You create two instance variables: Cell_X and Cell_Y (this doesn't represent the x and y of the square in the layout, it represent the possition on the grid you are creating on start of layout).

    When you create the square assign values to Cell_X and Cell_Y using the "loopindex", in this way you have all the squares mapped.

    After, when you are touching over a square compare in wich direction is your touch, so for example if you move your finger or mouse to the left, you can pick the square that has the touched square.cell_X-1.

    Hope it helps

BigKabeza's avatar

BigKabeza

Member since 21 Apr, 2015

None one is following BigKabeza yet!

Trophy Case

  • 11-Year Club
  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • Popular Game One of your games has over 1,000 players
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x4
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

20/44
How to earn trophies