WackyToaster's Forum Posts

  • If I do not have a job whatsoever can I use store.steampowered.com Steam money to purchase most expensive per year Construct 3?

    If Yes ^ how do I properly use Steam to install Construct 3 most expensive edition?

    With Steam money can I pay for second most expensive per year Construct 3?

    If yes ^ how would I use Steam to install Construct 3 second most expensive per year version?

    Construct is not on Steam. Unless you mean with money you earned from selling games on steam, in that case that would work of course.

    With most expensive Construct 3 per year if I get proper licenses from a company such as Nintendo can I publish a game for free made with Construct 3 to a gaming platform such as Nintendo Switch 2?

    Yes but publishing on Consoles is a bit iffy you'll have to hit up one of the 3rd party porting companies (Ratalaika, Penguin Pop, MP2 Games)

    Do forum rules permission someone to link to safe to upload stuff websites such as a website that has for a monthly fee of thirty eight dollars the ability for such a person to upload up to 123 Gigabytes of data per downloadable file?

    Not sure what you're asking exactly. If it's spam/advertising for the site: no. If you're just linking a file you uploaded for a reason like asking for help on how to fix a bug in Construct: Probably fine.

    Do forum rules permit linking to YouTube and similar videos?

    Yes, as long as it's relevant I'd say

  • I don't think there's a direct stopAll() function. You'll have to loop over all the tweens

    	for(const tween of runtime.objects.Sprite.getFirstInstance().behaviors.Tween.allTweens()) {
    tween.stop();
    }
    
  • If it still hits 60 FPS, it's fine.

    I think we should have higher standards than that. Most phones nowadays run at 120 fps. I know the average joe probably can't tell the difference, but I can :)

  • You'll have to store and load the messages somehow. Eg using local storage.

  • Yeah github is the way to go. I use github desktop for a nice GUI, it's quite simple. Add auto-backup and have it save into a cloud storage for bonus safety.

    the sheer amount of times my project has been corrupted is a little wild

    What in the world are you doing exactly? Because this basically never ever happens to me. I had maybe 2-3 corrupted projects over all the years and I'm always on the susceptible beta-branch too.

  • I'm pretty sure it's mentioned somewhere in the docs that one should try to avoid sub-events unless necessary (probably because there's got to be some kind of overhead) but in this case the opposite appears to be true.

    My guess:

    The slow version runs a for each loop, and then compares and sets each Sprite individually.

    In the fast version, the loop runs but doesn't do anything. The Sprites are then "collected" to bring the SOL into the sub-event, and the comparison and setting opacity is done as a single, optimized batch operation.

  • I'm getting close to finishing this. It's been about 1 year.

    1 (one) year? Jeez you are GRINDING!

  • What's the font? Is it on dafont or something so I can try? I feel like I had that happen with fonts here or there where they'd clip outside the bounding box but I'm not sure if that's the issue here. You can try adjusting lineheight or add a space at the beginning to see if that fixes it.

  • There is another distinct issue with global objects in that once they are destroyed, they do not respawn again. As an example:

    Goblin has a sword, the sword is global with a boolean as suggested. If I now leave the layout, I need to destroy said sword. If I then return to the layout, the sword is now actually gone and does not respawn, so now my goblin doesn't have a sword anymore.

  • If you read the suggestion on github you can see that this is one of the proposed workarounds. But it makes any kind of updates to these objects annoying (updating the sprite, image points etc.) and it doesn't fully adress the issue I outlined in the suggestion (not able to change it at runtime depending on need)

  • Global as of right now means that if something is set to "global" it will not be destroyed when you change the layouts. You can set e.g. a Sprite to global, but this will automatically apply to all instances of the Sprite. My suggestions is about having the option to apply this per-instance and also be able to set this at runtime. Although if you read the suggestion + comments I think the whole "global" thing might not be necessarily the correct idea. It just does functionally what I want, which is to not destroy an instance automatically when the layout is changed. So really, a behavior that does this would be perfectly fine.

  • Very cool.

  • Servus fellow Austrian.

    If I get it right you want to check all the distances between each player?

    That should do the trick: wackytoaster.at/parachute/highestdistance.c3p

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  • A neural network in construct? Sounds ambitious... perhaps some tensorflow integration is what you're looking for?

    tensorflow.org/js

    Or something like a genetic algorythm?