Jase00's Forum Posts

  • Good progress on votes so far - mine was in January and got 12 votes, this liquid one was 4 days ago and already has 6 votes! Ofcourse yes doesn't guarantee this will be added even if highly voted, but gives me hope as physics stuff has been limiting me since C2 days.

  • Oh that's exactly what I wondered it might be!

    I'm not sure on solution but there's a chance it's being seen as an axis. You can test on your project by adding text object and set text to: gamepad.rawaxiscount(0) and this will tell you how many axis it detects. Normally you'd assume it would display this as 4, (left right up down, for left analogue stick and right analogue stick), maybe you will get 6 as result.

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  • Agreed! This liquid physics plugin would also solve another feature request regarding collision filtering with physics, which is not possible currently. 2 birds with 1 stone!... 1 very big stone.

    github.com/Scirra/Construct-feature-requests/issues/68

  • Are you on Windows?

    You could go into your control panel in windows, game controllers, and it let's you do a little test to see buttons light up.

    I think I remember some controllers think the "D pad" is almost like an analogue stick or a trigger with sensitivity, even though you'd expect it to behave like a regular button.

  • Have a look at the "date" plugin, you can probably get the "month" to make sure it's October and the the whole month can active specific events for halloween vibes.

    Or be even more specific and limit it to only October and last week of October.

    The plugin is surprisingly detailed but you would only need a few of the actions involved, have a read here:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/date

  • > Note that in general if you have a feature request you can submit it here.

    I suggested this like 4 years ago and it got tons of upvotes 🥴

    Ain't happening.

    It will only get added if it gets 1 upvote.

  • Click on layer 1 and tick "force own texture", and move layer 2 as a sublayer to layer 1.

  • Here is my guess:

    Your C3 shortcut is linked to a specific version, so it keeps going back to old version when you close it. This probably breaks offline mode too because I am guessing C3 only stores the last version of C3 that you were using (meaning that it updates to latest version, prepares offline mode for latest version, close C3, turn off Internet, open C3, it tries to open old version that isn't ready for offline mode).

    Check the shortcut, I assume you want beta every time so you would have the shortcut be editor.construct.net/beta

    Then, once you have done this, open C3 again, make sure you are logged in to C3, and wait for the notification at bottom-left that tells you that offline mode is now ready.

    Then you can test it out, close C3, turn off Internet, open C3, and it should work.

  • May not be relevant or already known but. EDIT: oh wait it's not relevant, post is about trying to detect if using phone or tablet based on any values we could use.

    I tend to use "set canvas size" to platforinfo.innerwidth and such. This sorta emulates the old "crop" mode.

    I use it this way as I want full control over UI position and sizing, like resizing a 1080p window to fullscreen on a 1440p monitor, it keeps everything the same size, nothing scales, so feels more like a software app when you resize the window rather than automatic scaling, and allows me to set positions or use anchor behaviour very easily.

    The only biggest downside for now is 9patch objects, you can scale everything manually, even tiledbg, except for 9patch objects.

    I wish to support normal displays, ultra wide displays, vertical displays, and felt this was most ideal. Perhaps I could use a mix of one of the scaling options and set canvas size to take advantage of the automatic scaling.

  • Ohh interesting. I generally have the opinion to "stick to Chrome" for anything web based. I use Firefox as a main browser for day to day stuff, but always run web games and such in chrome.

    Good to know it lasted for many days!!

  • (if Ashley reads this: please reach out, I will need a small expansion in the edittime SDK (only one extra function) to make this project fully work with the best user experience possible and without needing to hack the editor and potentially risk future developers projects)

    Really cool, fascinating to see such a smooth 3D editor!

    That last sentence is worrying...

    A plugin at runtime breaking is one thing; open your project, run the game, errors and cannot play, but at least you can still open your project. But an edittime plugin breaking, wouldn't that mean possible corrupt projects one day if unlucky?

    At minimum maybe a check to see if you have personally verified each C3 release would work with this editor, just to prevent risking anyone's projects.

    Maybe never use the hacky stuff, even if limiting, and rally the community to get whatever functions are needed. Even if you made a bleeding edge editor that does absolutely everything Unreal can do, it's not worth it if it could destroy a project suddenly.

    I am assuming "risk breaking developers projects" means corrupt projects, as if this simply stopped working on an update, then that's not so bad, simply cannot use the 3D editor until it's updated, so what else could break? Correct me if I'm wrong!

  • One workaround for the "server might reconnect as peer instead of host" would be to have the server build of your game be unique, in that it indeed will only accept being host in your events (if it's peer, disconnect). And your build for players has same system but in reverse, if a player becomes host, instantly disconnect themselves.

    Not the most ideal if a game was popping off with players, might struggle to get server to connect at right time.

  • ... Wow that's extremely surprising, nice catch.

    Tested and got:

    72% CPU when holding space with Array method.

    100% CPU (2fps) when holding space with Hierarchy method.

    It's especially weird considering there's extra picking with the Array method, having to pick the Array for each parent, doesn't make logical sense at all as I thought picking extra object would always be a bad idea!

    My project is heavily using hierarchies and picking of children/parents, with loops just like this with "for each child". I'm often battling CPU usage even though I have mostly made my project "function-based" so not a lot of events running every tick (but still a few bits essential to run every tick), but once a handful of hierarchies appear onscreen with about 10 to 20 children per parent, does tend to spike CPU to 30% or so (which is acceptable but then when more gameplay stuff is occurring, reaching 70% and such)

    I really hope this is simply a bug, otherwise this is a temptation to refactor 8k events to move back to the UID method. Do love hierarchies though, but wow.

  • I don't have a deep desire to see event behaviours, mainly because it feels doable right now, and I envision the downsides of what we have right now would also affect event behaviours.

    Say you made a custom platformer movement in events for a "Player" object, all in 1 group,and then you want to copy this to a new project? Well then you better have any objects/families with same name and same variables in other project before you can copy/paste this group. Once everything exists then you can indeed copy and paste.

    Let's assume we have behaviour event sheets... Same issue, any "on sprite collide with ground", the new project will need that ground sprite, any vars from the ground sprite need to be added, etc, before you can copy that behaviour to a new project.

    Maybe the more reasonable solution would be a better copy/paste system, like a special paste or import/export functionality that, instead of attempting to paste and having C3 say "cannot find sprite, cannot find var", it would automatically know to copy the relevant objects/families across. Maybe being able to export a group of events as JSON which captures all relevant objects along with instance vars, effects, and their defaults, so that they can be imported into a new project.

    I sorta see the idea of "applying an event behaviour to any object" but then this is also achievable with families, throw a new object into the family and boom, the group of events applies to them.

  • I think the "pro" vibe is due to artists using software that let's line art wisp away, like the eyebrows of the image you posted, they're just a 3 thickness line, doesn't trail off into thin line.

    You could still use paint and emulate this effect, although not ideal and makes it more preferable to get the right software (many of which are free) and equipment (drawing tablet so you can make those wispy lines instantly).