WackyToaster's Forum Posts

  • I second subclassing. I've used that before and if you're fit in js, this is absolutely something you want to do! It's really, really good!

    Maybe that's something to highlight, because I'd argue it's one of the best "advanced" features in Construct but at the same time it seems mostly unknown or overlooked.

  • I thought about making some kind of tutorials or something too. I do way more prototyping/tinkering than actual game making :V and I think that would fit into teaching some stuff sort of... but yeah... it takes plenty of effort/time to make it good and I wouldn't want to bother with it if the result is bad. I also don't exactly have a ton of experience with video editing either, so that would be something on top I'd have to learn at least a little bit.

    Maybe I should just bite the bullet and see what happens... worst case I wasted some time I guess.

  • I kind of agree that the scenarios described are kind of a nightmare to do with events... which is why I use javascript for that stuff. I'm not sure how that could even be reasonably implemented via eventsheets without being cumbersome.

    And I don't think it needs to be implemented via eventsheet. If you're a beginner, you're probably not gonna go ahead and attempt to create complex systems like that. If you are not a beginner, time to step it up and jump into javascript.

  • Yeah I 100% agree. Couple of years ago I had no idea about javascript. I got a job where I incidentally picked up some javascript, which fed back into me writing some plugins for Construct, which then also fed back into me being able to get better at my job.

    This would not have been as easy with Godot/gdscript since that only works with Godot. Sure, I would have picked up on general programming stuff either way, but I'd not have been able to directly apply everything.

  • What brought me to Construct was it's simplicity. I started out with RPG maker, but I also wanted to make non-RPGs, so I went with Game Maker for some time, but Game Maker never really clicked for me. Eventually I started searching around, iirc for things like "2D game engine" etc. Construct popped up and it was clear really quickly that "this is it". Basically this video on the homepage sums up what exactly hooked me: Logic that my smooth brain could understand. construct-static.com/videos/v1155/construct3/simple-event.mp4

    I also gave Unity a try a while ago, didn't like it. I also tried Godot here and there, didn't like it either. Construct just hit's a spot other engines don't hit ¯\_(ツ)_/¯

    Also people calling Construct "for kids" is silly, that's like saying pencils are for kids and "real artists" use wacom tablets. I don't mind a small community as long as this is enough for Construct to be developed further, but I can see that a big community has its benefits.

    As for Godot, it's really a scarily good competition I'd be "worried" about. Entirely free, powerful, light-weight, open-source and apparently get's money for further development thrown at it for free because unity CEOs are deranged. What Construct needs to find is what sets it apart from Godot and what justifies the price tag.

    I'm perfectly comfortable in my nieche of making no money with construct, I don't wanna leave that comfort zone and learn a new engine just to make no money with a different tool. :)

  • Doesn't this unfortunately prevent the game from running in Worker Mode? Which means that you'll lose performance/smoothness by doing it.

    Hmm yeah I think that's the case. You can also edit the exported index.html though like so, which should keep the worker mode enabled I think.

    But I there should be an in-engine way to handle this. A "prevent default" plugin or something, because it's one of those topics that comes up over and over again.

    BTW, this code should disable all keyboard inputs, iirc including alt+F4, F12 and such.

    document.addEventListener('keydown', function(event) {
     	event.preventDefault();
    	});
  • I'm not sure, how exactly are you positioning it? I noticed it can be kinda reluctant to leave the screen as long as even a pixel of it is still on screen. Can you try setting it to x = -5000 and see what happens.

  • Put this into the runOnStartup function in main.js

    document.addEventListener('keydown', function(event) {
     		if (event.key === 'F5') {
     		event.preventDefault();
     		}
    	});
  • Here's an example I quickly cooked up. The only thing it does not handle is that theoretically you can collect so many items so quickly that the notifications go off-screen. Otherwise old notifications get removed and open up a "slot" again.

    wackytoaster.at/parachute/notifications.c3p

  • That solution changing the bottom of the collision polygon does work, but I remember encountering some weird glitches if I did that, so I'm not sure if I'd recommend it.

    IIrc construct has a build in (hardcoded) threshhold of how far up a sprite can go instead of getting stuck. But a quick test gave me inconsistent results. Sometimes I'd get stuck at 2px already, sometimes I got stuck at 5px. Not sure what to make of that.

    Anyway, perhaps you can design your game to not have such singular pixel differences?

  • Probably, most likely no. Unless you are prepared to nuke your bank account. You can buy pictures here for some nice sums:

    gettyimages.at/fotos/messi-posed

    Which have additional restrictions applied in how you can use them. As in, not commercially (e.g. don't plan on making money) etc. Unless you get specific permission (seems like you can do that on getty images) which, I'd assume, costs ungodly amounts of cash.

    You could, maybe, meet Messi personally, snap a picture and ask him directly if you can use it in your game. Good luck :)

  • I made something like that before, you can download it here, maybe it helps:

    wackytoaster.at/parachute/ragdollWalker.c3p

  • Yeah there's no way around it. For me it's important to think about if it matters for your game. If it's a simple singleplayer experience, who cares if someone cheats. But if the game has stuff like monetization etc. you probably wanna have a server for it, but even then you could just shrug off the (small-ish) percentage of people who cheat instead of watching your rewarded video ads. Some simple obfuscation will snuff out most script kiddies anyway, if your game is popular you're probably not gonna starve because of a handful of cheaters. It just gets really iffy if you have multiplayer/competetive aspects to your game, you gotta be on top of that.

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  • Yeah I personally don't like the build-in save system either for various reasons.

    You can however handle the saving via local storage instead, which does allow you to delete keys. Look at the "SaveStateJSON" expression.

  • The only downside I found so far is that I used to use this logic to detect the player bonking the head (e.g. mario style on a block). Though theoretically this could falsely trigger at the peak of a jump it never caused any issues.

    if(vectorY === 0 && !onFloor)
    

    With the old version the player would have vectorY set to 0 for a frame when bonking so this would work consistently every time, but with the new version it's not the case as the player never has vectorY at 0. Guess I'll have to find a new way to detect bonking. :)