WackyToaster's Forum Posts

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  • If you put all the enemies in a family you can just spawn an instance of the family object and it will randomly pick one of the Instances in the family.

    If it´s just a single Sprite with different animations, you can set the animation after creating it. Either with choose("animationA", "animationB",...) or if you have many animations you could use random like Set animation to "animation" & floor(random(100))

  • Well that´s smooth newt!

    But then again :)

    Like other plugins, this one is a plugin of convenience

  • I actually got something that I found the official plugin missing: Pre-Fire

    It´s just a minor thing but right now a particle effect will only start emitting once the layout is loaded. Having it pre-fire would mean the particle effect is already there when the layout starts instead of just starting out.

  • Or switch to the physics behavior instead and set it to circle. May be an overkill for what you try to do though.

  • It´s a good idea to have things organized in groups and disable the groups you currently don´t need. Invisible does not mean inactive.

  • Heh, absolutely true! Rope style pin could work really well for the most part and requires the least amount of work.

  • Hmm so the simple answer would be using lerp(self.x, player.x, 0.05) and the same for y. That works well mostly for a floating sidekick but not so much for a grounded one.

    I think one way would be to constantly write the players coordinates and animation into an array (perhaps at 0.1 sec interval if you need to conserve performance) and have the sidekick set animation / move to said coordinates with a delay.

    You could also make something like an AI or simulate the controls with the platform behavior at a delay but that opens up some extra issues that you'll need to solve (like what if the AI jumps into a pit, what if it gets stuck,...)

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  • I implemented firestore with javascript before, not sure if a plugin for that exists.

    wackytoaster.at/parachute/firebaseWithJavascript.c3p

    And here's a google sheets tutorial

    construct.net/en/tutorials/sending-data-construct-23-1447

  • A leaderboard is for leaderboards so I doubt it. Try firebase/AJAX/iirc there is also a google docs implementation or something like that.

  • He probably did that newt. I tried it and it doesn't work because construct doesn't keep the folder structure on export. All project files will end up in the root regardless. That's why I said to export the project and copy the games into the exported project by hand.

    Maybe that's something for a suggestion, but in the meantime...

  • Hmm not sure if you could download or cache it, but I´d say the solution is what I wrote here:

    I think it´s also possible to add them (as a regular html export) later. So you could export your app with the iframe pointing at e.g. glokar/index.html and just copy&paste the glokar project into the exported folder. I didn´t test that though.

    As I mentioned I didn´t test it but it probably works.

  • 1) Is it possible to publish a game made in C3 on STEAM?

    Yes

    2) To publish on STEAM I need to use NWJS?

    Yes (BUT I have seen an electron version floating around, not sure about the differences)

    3) Is the process of publishing on STEAM very painful?

    I don´t know that one, can´t be worse than publishing on mobile. Keep in mind that there is a one time fee too (100$ iirc)

    4) Should all files generated with NWJS be placed in a single executable file?

    Not that I´m aware of.

  • I bet there´s like 17 different ways of doing that... but AllanRs one looks really cool!

  • Construct does run at the monitor refresh rate, so it defenitely has an impact.