WackyToaster's Forum Posts

  • Mhmm I guess it's debateable. I don't really see much of an issue having 1000 different function names as long as I can use grouping and eventsheets to keep everything tidy.

    I feel like using the same function name for different things sort of undermines the concept of a function.

    I wonder how other point&click games handled that but my guess is they also used individual functions of some sort.

  • dop2000

    Interesting case. Indeed the usual way would be to have one huge function that does all the things but it‘s very understandable why you wouldn‘t want that. You‘d basically need something that extends the function. Like „run function X and after X also run Y“ and „Y“ can be different from eventsheet to eventsheet. I don‘t think there is anything out of the box that could do that.

    I have a little custom behavior I use for buttons that could help. It essentially just calls a function (specified per object instance) via an action. You could have one action in the „arrived“ function that calls whatever function you specified in the picked instance that arrived.

    I wanted to upload this plugin a while ago anyway but never got to it, now I finally did. Maybe that‘s of use for you.

    construct.net/en/make-games/addons/404/button

  • Why would you actually need duplicate functions? That doesn‘t sound that great. What‘s the exact use case you have? Just curious :)

  • I see, thanks for the info. So it probably was a recent update on chromes side.

  • Not sure when exactly it started but it´s a rather recent issue. Whenever Construct updates or after I installed a plugin and close Construct, the icon just vanishes from my desktop. It still shows as installed in chrome://apps but I always have to manually add the icon again.

    Not a big issue but kinda annoying, anyone knows why that would happen?

  • Generally speaking, sometimes you can win prices like consoles and other goods but I think straight up money prices are rare.

    construct.net/en/blogs/construct-official-blog-1/construct-game-jam-win-840

    itch.io/jams

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  • Just a shot in the dark: Make sure that you are very careful with effects. Best case, use none. They will very quickly push devices to the limits.

  • My screenshots don't seem to post BTW. Trying again below.

    That´s what I mean with Load the image forum. Screenshots sometimes just don´t load :U

    Strange that I can't destroy the Render object after pasting. I have to change opacity to 0. If I destroy, nothing appears on the DrawingCanvas, even if I do "Wait for previous actions" after pasting.

    Don´t really know why this could be. Pasting isn´t marked as asynchronous, that´s why wait for previous actions doesn´t have an effect.

  • In System > On Canvas snapshot, the snapshot is already available, no need to load it via AJAX. And pasting an object is position sensitive, so the object needs to overlap the canvas in order to be pasted there. You can just set the position/size to the canvas > paste it > set the position back to where it was initially during the tick, this will not cause the sprite to flicker btw.

    I think doing it like this will also resize the image, depending on what you do that´s exactly what you may want.

    Load the image forum... Come on

  • Haven´t bought this plugin (yet?) but it looks really useful. Especially the grid view and scroll view.

    You would just be paying somebody to do the tedious part if you buy that.

    Of course, that´s the essence of most products and services. I actually have my own little plugin for buttons (and most other stuff the plugin does I have done with simple events), but the mentioned scroll & grid view... look tempting and I´m not 100% sure how I´d approach this with native construct. If paying 20 bucks saves me more than 2-3 hours of work, maybe even work that I don´t wanna do, that´s 20 bucks well spend.

  • Pretty cool. I always have some gripes with roguelikes like the "search your surroundings" thing since you´ll just end up using it around every corner, and even then it often relies on chance (I don´t know if this is true for your game) I´d rather be able to actually see a trap, you know, the tile beeing just ever so slightly different. Maybe the difference could get more clear the better your characters skill. Then add the ability to inspect individual tiles to mark traps and such.

    Hunger mechanics are fine, but I think they always drain way too fast. It´s like the character needs a steak every 10 minutes with snacks inbetween. And once you hit 0 you basically just drop dead within minutes, except a mage, they just heal themselves (?) I´d rather have levels of starvation, like beeing satiated gives you a buff while certain degrees of starvation will give you debuffs (reduced max health, reduced mental abilities, reduced strength etc.) and yeah, maybe in the end the character dies but this should take a while, starvation is a pretty slow death.

    And one little polishing thing, I think it would be nice to see enemies move, rather than them snapping to their next position. Don´t know if this is feasible for how you did the movement.

    Sidenote: Tales of Maj Eyal is one of the few roguelikes I actually enjoy.

  • Something like this. I haven´t tested this though but it should do the trick. Don´t know if 200 pixels is enough or too much. Just make sure your layout has room to scroll.

    Maybe it´s also possible to use system > set canvas size and basically shave off 200 pixels when an ad is shown but I´m not sure.

    My image isn´t showing... EDIT: Of course now it shows, duh :V

    On banner shown > Set scroll Y to -200

    On banner hidden > Set scroll Y to 0

  • you could try system > scroll to Y

  • Yeah I tried that plug but for some reason I didn´t get it to work properly, some really odd things were happening, either bugs or fails on my part but I couldn´t figure it out. I eventually just gave up toying around with it since it´s not an urgent issue for me, it´s purely a graphical issue in my case that I can solve later.