fedca's Recent Forum Activity

  • I think this is tricking you as Construct doesn't draw when nothing is moving but instead keeps showing the front buffer instead.

    So in that case the cpu draw calls and gpu usages goes down to basically 0. So I think it's not due to the tweens themselves but instead because the tween causes a new frame to be drawn ~220 times a second as now the screen is changing every tick.

    Try adding a simple rotating box to make sure the screen is still redrawn every tick in the tween off benchmark.

  • Here is an example of how you can add a random weight to the Flowcharts outputs:

    https://drive.google.com/file/d/1do6wH10LLeuj6NkkXOcrvg2Reh2iwQ8p/view?usp=sharing

    The higher the number you put in the value of the output the more likely the connected node will be picked. You can reuse the same thing across your project as long as you also use the tag "weightedRandom"

  • It doesn't show the dialog if the newest version is a stable, it just updates automatically. It only repeatedly show the dialog if there is a newer beta and you have enabled "notify me about beta releases"

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • try wrapping the set animation frame expression in int()

    Construct 3 changed to support animation frame tags in the set animation frame action, I think it does it by checking if the type is a string or number, while before it converted everything to a number.

  • For a shader like this the game would need to be rendered at a much higher resolution than the pixel art, so the pixels are small enough to be able draw the black lines like this.

    If you are interested feel free to contact me at: contact.fede.calcheracyz@gmail.com

  • Cut poorly? It's just a quick example. That shouldn't change the numbers. The top left area show this.

    Where it should show a 1, it shows 29.

    I'm assuming I'm missing something obvious, but it would be nice to actually have a template for these tilemaps.

    Auto16 works fine, but Auto47 doesn't.

    it looks like they are cut poorly around the 9, affecting the 2, 8, 10 and 16.

    You see how the rounded edge is erased over the border?

    To me this is the only thing that looks incorrect, the rest seems to work as intended.

  • There were some changes to alpha clamp in r365, you can read about it here: https://www.construct.net/en/make-games/releases/beta/r365

  • on export there is an image de-duplication step, this step will search the entire project for identical images and remove duplicates. But I don't think it works with mirrored images

  • I created this effect: https://www.construct.net/en/make-games/addons/1196/vertical-tube might be useful for this

  • https://twitter.com/DanFessler/status/1736485163813744831?t=qw7dlOT8ia0U2oM8MVfxQg&s=19

    Interesting Twitter post that might be good to look at.

  • "get item" is asynchronous, you need to wait for the "-> on item get" trigger before using localStorage.itemValue

  • As a test I am building a dialogue system with the new nodes trying to recreate something similar to how I am usually doing dialogues with JSON.

    I am building them out of reusable node parts and these are fairly granular, for example: node with tag "speech", "choice", "portraitChange", "randomWeightedOut", "closeDialogue" etc. So in the end I can write more and more dialogues without ever needing to touch the logic again (unless I need to add or extend a node archetype).

    For this workflow it's very frustrating that I have to recreate each of those node archetypes again and again as they all have specific options with specific names, others have suggested some kind of node templating system, while that would be really awesome, just being able to copy paste nodes would relieve a lot of the pain while also being useful in other cases.

    Second pain point is I wish there was a new node type that just has an in and leads to a different flowchart, ideally with a way to directly jump into that flowchart. this would help keeping the flowchart more clean and maintainable without requiring to glue them together via a string reference in events.

    I guess these have already been brought up by others in some way, but I just wanted to bring up what I noticed as the most annoying in a real world test.

    edit:

    - currently I can't select a node or option and press delete on the keyboard, I always need to delete through the context menu.

    - Nothing in the flowcharts is searchable via the find window, while this isn't a problem in my little test, this would make using the flowchart in a large project where you might have hundreds of dialogues super painful.

fedca's avatar

fedca

Member since 6 Jul, 2017

Twitter
fedca has 65 followers

Connect with fedca