psychoanima's Forum Posts

  • Agree! Since Rive offers a free option, I think that integrating it with Construct would be very beneficial. I was surprised to see that even Defold supports Rive files and animations.

  • I ended up buying Surface Go 3 tablet with detachable keyboard. This way I have access to other Windows apps I am using parallel with construct.

  • I am curious if anyone is using android tablet or iPad to work on their Construct game. Yesterday I was in one IT store and I tried to run Construct on iPad mini 6. Looks surprisingly okay, despite small 8" screen size events don't look cramped. Is anyone running C3 on a tablet and do you see any pros/cons with that workflow?

  • When I hit Preview layout I am getting the sounds from my game, but after pressing F5 to refresh it, there is no sound in Preview layout. I need to exit completely from Preview layout and start it all over again to get sound back. Same thing with Remote preview; if I refresh browser on the phone, on next start I will lose sounds. Am I missing something?

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  • I'm definitely not the best dev in either JS or Construct, but I do work with both a lot, so I'd recommend trying to build tiny systems in the Event Blocks and then trying to remake them in JS, it should help you break apart patterns and tools.

    Also how a problem is small and more focused, influences on how easy it will be to get help or find previous solutions.

    I don't how much this is helpful, but I hope it is.

    Any kind of advice is helpful, thank you

  • I agree that this tutorials are helping ppl (me included) to learn and understand real-world coding patterns in js, however I would like, I guess other ppl new to js as well, how to transfer those patterns in a real game. So my question is, will there be tutorials where you can transfer and explain all that knowledge in a real game? Like ppl are usually making for unity, appgamekit, GM... starting from declaring variables, then making start/step events, etc. Basically a Step by step totorial how to write a game using js and construct.

    Thanks for your time Ashley, for replying on my post

  • But have you tried events, and are comfortable with that method?

    Its one thing if you wish to get used to coding with JavaScript, but it was never meant as a full replacement to events. It should be thought of as the proverbial hammer when the regular methods won't do imo.

    Yes, of course, visual scripting in Construct is way better than in GM no question about that. But I like to code, easier to keep things in order. And since Construct is marketed as a superior software than a GM to code a game, all I am looking is better explained how the code works in the actual game. Would be nice to have some game example deeply explained, like, you have learned the basics of js now let's learn how to put all that in a game (endless runner, platformer, arcade, whatever) and explain how things work there and in which order. It's not just declaring variables and calling the functions, there is some order that needs to be followed; create events, step events, calling objects, changing sprites, changing instance variables, adding and editing behaviors in that hierarchy, and so on...

  • Hello everyone,

    I dive into javascript gamedev course LEARN JAVASCRIPT IN CONSTRUCT made by Ashley, and despite how well it was explained and written I have the feeling that it's simply not enough for start coding a game in Construct.

    I am using GameMaker Studio, and I was hooked by marketed "The Gamemaker alternative" and blog "HOW JAVASCRIPT BEATS GAMEMAKER LANGUAGE".

    Okay, I get it, when you put it on paper it has faster performance, but still, it's not helping me to understand how much faster it is for me to code in construct. To make myself more clear, I opened scripting examples like Ghost shooter. I understand what operators are doing, how functions work, same thing as in GM, but everything in between is unknown to me. Grammar in GM is so simple and it's easy to follow. When I open Shootng code example I was scratching my head.

    for an example

    runtime.layout.addEventListener("beforelayoutstart",
    () => OnBeforeLayoutStart(runtime));
    	
    	// Attach the tick event to run the game logic over time.
    	runtime.addEventListener("tick", () => GameMethods.Tick(runtime));
    	
    	// The player fires bullets when clicking, which is done in a mousedown event.
    	runtime.addEventListener("mousedown", e => GameMethods.OnMouseDown(e, runtime));
    	
    	// Restart the game when pressing spacebar if the player was destroyed,
    	// which is done in a keydown event.
    	runtime.addEventListener("keydown", e => GameMethods.OnKeyDown(e, runtime));
    	
    	// Create a new monster instance every 3 seconds.
    	setInterval(() => MonsterInstance.Create(runtime), 3000);

    Pardon my french, but there is so many coding for something so simple and not explained in javascript course. And on the other hand in gamemaker this passage would be much shorter.

    This is a big deal breaker for me, reason why I feel discouraged to code in Construct: there is no explanation of real game example - not running a code in a console - there are plenty tutorials and books on that, but a clear explanation why certain things are running the way they are in construct game. When "runtime." and everything that goes after "." is being used, same for "* as", "() =>", "e =>", etc. etc.

    I understand that shooter example was just that, example, what it can be done, and that's great, but what about making a game dev course of making a simple game, like Pong, and dissecting the code there, especially parts of code that will repeat in almost every construct game, and I am not talking about operators, but why sometimes is "runtime.addEventListener" and sometimes it's "runtime.layout.addEventListener", and that sort of things, things that were quite different from coding in GameMaker Studio.

    Sorry for long post and my rant, I really want to use js in construct but I don't want to use it to run text games in a console but actually to make a visual game and therefore I need to understand how to use JS in that scenario.

  • please integrate mesh distortion controls inside timeline editor, to be able to keyframe distortion points.

  • With scene graph feature announcement, I can't get rid of the feeling that this means construct will get bone animation feature in a near future? Am I right? :P

  • My game is still in development and I am looking for a fast way to share it among friends for testing without need to do remote preview. Is it possible to upload a game on Arcade but to hide it so only ppl with direct link can have access to it?

    Tagged:

  • DiegoM Great news, can't wait to test them out!

    You say you changed the step to 0.04 seconds to achieve 25 fps animations, where you using Step Animation Mode as well? Or did you just set the step to help with the preview while editing?

    To help me in preview because my, and I believe other animators work hardly depends on "calculating frames" to achieve the most appealing movement regardless timing and spacing. It's hard to explain but when I set my timeline for keyframing like this (24/25 steps for a second), I set proper spacing for movement and after that speeding and slowing animation is really easy thing to do.

  • Anyone?

  • Can someone help me what is causing this issue with WarpRipple effect?

    https://1drv.ms/v/s!AtMv1SrHrjT3gZdOJkXM-eUFGI4FNg?e=9zAgvB

    Changing parameters won't make it disappear. Even if I reposition to not appear in a layout when I run the game it reappears (both desktop and cellphone).

  • omg, , it works, I was dumb enough not noticing that function was declared inside group which is not being called. I put it outside and now it works. Sometimes it's really hard to follow nested subevents and groups, I wish there is some thicker line to differentiate when you are inside or outside groups and subevents. Thanks a lot for your help!