WackyToaster's Forum Posts

  • I actually was looking for that just the other day. I was kinda hoping though that the tilemap had a "set tile with auto tiling brush" but... nope. So changing the tilemap at runtime can end up a bit convoluted. Also this setup requires the tilemap to be ordered in a specific way that looks quite disorderly and that makes me sad. I wonder if this can be adapted to a nicer tileset layout like the one C3 suggests.

    Either way, I added it as a suggestion

    construct3.ideas.aha.io/ideas/C3-I-1332

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  • Here you go

    wackytoaster.at/parachute/terrariaChest.c3p

    Note that this is just a very basic (and just quickly thrown together) example. So I recommend to improve upon it if you really wanna use it.

  • You could store it like this.

    Chest instance variable > Array.asJSON > reference to object

    So you would only ever need a single Array object for chests. When you open a chest you load chest.variable into the array object. There you can manipulate it however you want (take items out/put items in) and once the chest is closed you save the array back into the chest instance variable with array.asjson.

    I figured out how to mimic Skyrim's saving system in the engine to a T

    Good idea, lets copy a saving system that is known to bloat the savefiles over time until they eventually get corrupted. Also you really need to chill more.

  • I agree with dop.

  • Arrays!

    Also I don't think chests store the objects directly, but rather a reference to it.

    E.g. in this chest slot arrayAt(5,10) is the object ID 17. Object ID 17 is the reference to a second array where you get all the data of the item from with arrayAt(17, X). At least that's what I would do.

  • System > On suspended/Is suspended should do. Though if the app doesn´t suspend because of the multiplayer... hmm best to try it out.

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    I have written with nintendo developer support but the answer so far was always the same: There is currently no support for it and we don't plan on adding it.

    Worst part is that the youtube app on the switch literally uses webkit so it's not a question of capabilities.

    My guess is they put some resources in it for the Wii U, had a bad experience (aka no ROI, aka not worth it) and dropped it like a hot potato.

  • Iirc the host will keep running in the background to avoid killing the connection just because the host briefly tabbed out. You can pause/start the timer manually.

  • Hey WackyToaster, your game is amazing! You are pushing Construct to the limits. Are you at liberty to share some hints and tips to fellow aspiring game makers (me et al) how to accomplish your special effects and the rest?

    Maybe I should have mentioned, it´s not mine :)

    construct.net/en/forum/construct-3/your-construct-creations-9/guinea-pig-parkour-kickstarter-148445

  • will not succeed in smooth transitions from one animation to another

    Not entirely wrong but also not entirely true. You can draw transition animations if you want to.

    Also, your game will take up more memory at times

    True, but in this day and age it pretty much doesn´t matter. Every phone has gigabytes of space and people also happily download a game even if it´s 500mb (like the game you posted has almost 500mb)

    And since because you said it cannot be done with the same quality in Construct... observe:

    Subscribe to Construct videos now

    And yes this is made in Construct.

  • Just because there is no deformation mesh doesn´t mean you cannot create similar games? Just do traditional sprite animation, maybe with some added tweening if you feel fancy and you are good to go.