TackerTacker's Forum Posts

  • The screenshot was of course made in a way to easily spot the problem, but as I wrote in the description of it this is not how it would be in an actual project.

    Here is a more realistic mockup of how it might look in a real project, though they would probably not be on the same event sheet. ( the problem is the same as in the previous screen shot )

    How often, or if at all, this would become a problem probably depends on the person using it, but this is the point I was trying to make.

    I think sending Scirra your project where you make heavy use of the self function plugin is a great idea, and probably the fastest way to make progress on this.

    Understanding the needs and having something for comparison if they decide to implement something like this makes a lot of sense.

  • So I see what functionality Overboy wants with the special trigger blocks, and I agree with him that something like this would be very useful, but I also agree with what Ashley said previously in the other discussion that functions should be executed in a single place or it can become messy pretty quickly, same with actions.

    This is a little mockup to show the issue, recreating the rotate action it becomes clear that the option of creating many executions of the same action/function call can lead to undesired/unexpected outcomes (here the object would rotate 180° instead of 90°).

    You could say, well just don't do that, and it is obviously easy to spot here, but once you trigger a dozens or so actions/functions with a single call spread all over multiple event sheets it becomes hard to follow.

    None the less I think the thing Overboy is proposing should definitely be an available functionality in C3, but I think of it more like a radio station and listeners.

    The radio is broadcasting information and doesn't care if 0 are listening or 1000.

    I think the newly added signal trigger fits that roll much better, but it doesn't have parameters so the info you can broadcast with signals is very limited.

    I think the actual programming term for this is the observer pattern. https://gameprogrammingpatterns.com/observer.html

    So maybe it would be better to keep functions and custom actions more to the point and add this functionality to the signal feature instead.

    But this is only my view on the matter, could well be that I missed a crucial point or failed to address some specifics.

    independently from how this should be implemented, I would like to know if the linked observer pattern is actually what you have in mind with the special trigger blocks proposal.

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  • Idk, I think it would just take up even more space that you need to scroll through.

    I'd rather like to see the windows keeping their size, so I can make them bigger and get a better overview.

    Right now they are constantly resetting to the same small default size.

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  • Yes IMO it should be handled like I described, by default if you set the z-order of the root node in a hierarchy, then a child of that root should be in front of the root/parent and if that child has a child node then it should be in front of its parent as well.

    So in short by default children are rendered in front of parents.

    Then you should be able to set any node to render behind its parent (instead of the in front default), this should then update the render order of all its children too.

    [edit]

    One problem this doesn't solve is that of drawing order for siblings, so if a parent has 2 children how to determine which child will be drawn on top.

  • Great news, thank you.

  • That looks really cool.

    I saw you made several turn based games already, would you mind sharing some insights on how you setup your basic turn system?

    There aren't any good Construct specific resources about these types of games.

    I would like to make a turn based roguelike kind of game myself and some advice from someone with so much experience in that area would be greatly appreciated. I especially struggle with finding a good system for action points to make multiple turns, slow downs, speedups, etc. possible.

    For some feedback, I did the same kind of camera movement you do, for a more action oriented dungeon crawler and got a surprising amount of feedback that the camera swaying left and right made people dizzy.

    Not me though, so I can't really tell you if the same is true for your camera setup in a turn based scenario, but maybe something to look out for.

  • Thank you very much, a good blur is always welcome.

  • Can you go into more detail how you used PayPal or similar to do IAP in Browser games?

    Obviously I know about Steam, but I'm specifically looking for browser game monetization, like directly in the browser not just browser game as the underlying technology.

    Shopping website builder is an interesting idea, do you have any experience with some that would provide something similar to IAP, do they have APIs that you could hock into with Construct?

  • I am looking for a way to monetize browser games as well,

    a way that doesn't require ads.

    IAP would be a solution, did you ever find a good third-party IAP service provider, or maybe an entirely different solution?

  • Really hope they listen.

    If you want this as well please head over there and put in a like and comment, thanks.

  • Some actionable CA feedback:

    The area used to display an HTML animation can often change in size when a browser window is resized, moved to a different monitor, a change in page zoom occurs, etc.

    the drawing canvas has a long standing bug where the content of it gets deleted in these events, it would be great if this could be fixed so it is usable in Construct Animate.

  • lot's of angry kneejerk reactions.

    Don't simply put off peoples concerns as kneejerk reaction.

    Most of these concerns are based on, how Scirra has handled things in the past, and on their own concessions.

    they are not just gonna drop Construct like a hot potato now.

    no one said that?! It's about them having less time for the main product, not about dropping it.