Straskal's Forum Posts

  • Thank you!

    Lol it is what made me realize that my enemies LOS is originating from their feet!

  • New release

    construct.net/en/make-games/addons/370/renderbug/1-1-0-0-485

    • Added tilemap collision polygon rendering
  • Hi everyone!

    In order to aid in the development of my game, I wrote a plugin that enables visual debugging during runtime. construct.net/en/make-games/addons/370/renderbug

    Currently, it draws:

    • Sprite bounding boxes
    • Sprite collision polygons
    • Tilemap bounding boxes
    • Lines of sight

    Here are a few snapshots

    I consider it to be in beta right now. I'm sure it could use a few bits of optimization here and there, but it's really only intended for development, and not exported games.

    I plan to add a few more features to it as I need them.

    Please let me know if it's useful to you, and any feedback is welcome. And if you need additional features, please reach out!

  • Didnt realize that those links were just screenshots.

    Yeah that's valid JS. Seems like an issue. Might want to file a bug, like you had initially mentioned.

  • Not at a computer right now, but I understand what you're saying.

    That's a good question! Construct probably still treats those functions like it would any other.

    It would be pretty neat to support this though.

  • If I'm understanding correctly, you have a js file with functions. Inside of those functions, you're calling art return value?

    I'm guessing that's not allowed because construct cannot know that you only plan to use those functions wrapped in function events.

    Could you return values from your js functions, and then use inline event block js to call set return value, using the returned value from you js function?

  • Dang! It's okay. Not an issue. Thanks again for the awesome theme!

  • Had to make a new post since image uploads aren't working for replies

    Hey there luckyrawatlucky! Per your request, here is an image describing the styling issue.

    The last set of inherited variables is missing a divider that helps distinguish it from the other instance variables.

    In this image, the last inherited variable, from 'Object', is PositionUID. All variables underneath PositionUID are not inherited from 'Object'.

    Tagged:

  • Hey there! Per your request, here is an image describing the styling issue.

    The last set of inherited variables is missing a divider that helps distinguish it from the other instance variables.

    In this image, the last inherited variable, from 'Object', is PositionUID. All variables underneath PositionUID are not inherited from 'Object'.

    EDIT:

    I cannot get the image upload to work...

    EDIT:

    Created a new post with issue construct.net/en/forum/construct-3/general-discussion-7/theme-dark-inherited-150195

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  • I wouldn't worry about performance so much. You can use the free version of the engine and check out some example projects, including stress tests.

    As far as what kind of games can be made with construct, the answer is pretty much any 2d game you can think up.

    To master the engine is much like mastering any other tool, and that is simply using it, reading the manual, and learning from others in the community.

    Learning JS would also be useful.

  • I love the fact that there is a monthly option now. And of course it's going to be more expensive than subscribing for an entire year. That's not a new concept.

    Construct 3's subscription model gets a lot of flak, but I'm more than happy to pay it. It's affordable and it enables Scirra to maintain and add features to the engine. Plus... Scirra doesn't take any of your game's profit.

  • My pleasure

  • construct3.ideas.aha.io

    This is where you can suggest any idea for construct, including SDK additions.

  • Ah okay. If I'm understanding correctly, what you want is to load and build sprite animations at runtime.

    The addon SDK only appears to support building animations at edit time.

  • There is a way to do this with the behavior settings.

    Instead of using the default pathfinding obstacles (All Solids), you can specify which objects are obstacles using the Custom option.

    You then have to specify which objects are obstacles in the Pathfinding -> Add Obstacle action.