jobel's Recent Forum Activity

  • hey everyone the DEMO is up and LIVE. (Next Fest June 13-20th)

    Would love feedback! thanks!

    store.steampowered.com/app/1383520/Alpha_One

  • Alpha One will be in Steam's Next Fest event starting Monday June 13th to June 20th.

    Please come say hello on the live stream and try out the demo!

    (I will post dates, links and times as soon as I know!)

    Set a Reminder here:

    store.steampowered.com/sale/nextfest

  • Jase00 I thought that at first as well that it was an outdated bookmark, but I confirmed it wasn't this last time because I clicked the bookmark, got the crash (hadn't made changes yet) reopened the same project, click the bookmark again and all was fine.

    So I just stopped using them when not saved. But it is NOT a good feeling to think the project you are working on at any point could crash when you click a bookmark!

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  • I keep getting crashes periodically when I use bookmarks. Is this a known issue? or should I log this? I doubt I will be able to reproduce it.

    I've had 4 in the last week.

    It happens not when I Toggle them on, its when I double click on them to jump to them.

    I also have a pretty large event sheet, the one it always crashes on is over 2000 events. But I can't tell if its just because its the one I am always working on or not.

  • I work in a local dev group. About 200 developers, NONE of them use Construct. It's mostly Unity and some Unreal. When I posted the video about Animate, it got a lot of them excited - not for them personally but for their team members who are NOT devs. They had also never seen how well Construct works as a web app.

    This is the strength of Construct and should be pushed.

  • thanks fedca!

  • yeah I got this from the Discord:

    Set MousePointer to Self.X+(Gamepad.Axis(0,0)*speed) *and same for Y

    yeah its a ton of work to support both mouse and gamepad the "correct" way. And since I'm mostly targeting mouse/keys I only need the option for gamepad players to not have to pick up a mouse... and for Steam Deck.

  • my game is now mouse/keyboard. but I want to support gamepad. UI stuff makes it difficult.

    what is a good way to have gamepad use a mouse-like pointer for the UI?

    currently I have my in-game a mouse pointer sprite that set to the position of mouse.x/y but only if Game_ControlType = "keyboard"

    once the player touches the gamepad, the global var Game_ControlType changes to "gamepad", so I would like a good way to move that pointer around with the gamepad. Any thoughts?

  • I have something I have been working on, when I get some time I will post it.

  • Construct's particle emitter can't do that - but my guess is that game is using Unity's particle emitter.

    In Construct you could potentially do it with Sprites (which is all the particle emitter really is)

  • it almost looks like its an animation... hard to tell though.

  • Problem is rAF/BeginMainFrame races with webview's draw. Most of the time, rAF loses (expected), but every once in awhile, rAF wins and manages to commit and activate first before draw, it means the previous frame never ends up being drawn. And then the next rAF goes back to losing which means the next draw ends up drawing the same frame from rAF. This behavior is webview-only (afaik).

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jobel

Member since 27 Jul, 2013

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