WackyToaster's Forum Posts

  • Wow, really cool project!

  • Call me silly but I don't fully trust "Wait for previous actions to complete" I almost always use the trigger conditions. Feels more robust to me, can't explain it. There were some bugs with "wait for previous" when it was introduced iirc, maybe that's why. It does come in handy in some cases though.

  • I had this exact issue except not on Steam Deck. In my case the setting for "Steam input" was incorrect. I set it to use "Steam input" and for some reason this made the xbox controller not work/be detected properly.

    You can also quickly test and disable this in the steam library: right-clicking the game in the library -> properties -> controller

    If it's enabled there you can try disabling it. If that fixes it as it did for me, you have to change the settings for steam input in the backend.

  • If you wanna be a little bit silly, javascript + eval()

  • You are opening the console for the construct editor instead of the preview window.

  • Asynchronous functions simply have the benefit of being able to use "wait for previous actions to complete" so you can do a bunch of stuff inside that function like tweens and wait for all of them complete before you do the next thing.

    A heavy function like that in Construct will simply attempt to run inside a single tick, that's why there's a freeze. You might have to split this up to avoid the freezing, like adding 1000000 per tick over the course of 100 ticks. Which takes a little over 1.5 seconds to complete at 60 fps. I don't think there's a construct build-in way to do this.

  • Thanks ^^

  • Thank you!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks :)

  • Thought I'd post it here too. Bumbly Bee is now available on Poki temporarily. As in it's currently being evaluated if "it's a fit". Go try it out!

    poki.com/en/g/bumbly-bee

    Cheers

  • Just wanted to chime in, seems like I'm going with webGPU disabled for now since having it set to auto can just lead to very weird graphic corruptions on some "random" devices. I don't know if having it set to auto currently is appropriate considering it can be this unstable. I'd vouch for it to be set to "no" per default until this actually works stable on all devices that claim to support it and then do this:

    Screen recording from a friend

    Xiaomi 13 Pro, OS 1.0.9.0.UMBEUXM, Android version 14 UKQ1.230804.001

    Subscribe to Construct videos now

    EDIT: I've been told that it is set to "no" on stable releases. I had no idea because I'm always cruising on the beta branch! :D

  • You can right click > Invert conditions.

  • 99% sure this should not be a problem. Not legal advice :P

  • I don't know what the result of the random meshes would be, but I'm not able to create the code.

    But I am. Took me a little while to figure this out I have to admit. Basically I'm distorting a mesh based on the waves of a perlin noise function. You do need quite some meshpoints for it to look good so I have no idea how performant this is, but I'd say use as little of them as possible. I'm pretty sure doing this inside a shader would be more performant but I have no idea about coding shaders.

    wackytoaster.at/parachute/perlindistortion.c3p

  • Yeah in your example it's quite clear that the effect goes crazy near the edges. It used to do that everywhere tho so at least that's an improvement. Perhaps you'd have to look into a different way of getting the effect you want. Maybe could simply turn it into a sprite animation with some other tool? Or you could create a mesh on the object that you sort of randomly distort to maybe get a similar effect?