WackyToaster's Recent Forum Activity

  • I still forget whether I need == or ===

    Haha, most cases will be ===, you rarely need == imo

    Yes go and learn, it's probably worth it! Should be easy to pick up if you have experience with c# and c++

  • This works fine for me?

  • Tbh, I need to learn to do this. Ashley told me about subclassing and I was like ermergosh. The problem is that, if I wanted to use that feature, I would need to move more into JS, while the behaviors let me still use the event sheet.

    It's easily one of the best features out there and I have a hunch it's woefully underutilized for how easy it is to set up. Subclassing and mixins should be high up on your list if you want to make modular stuff imo.

  • How about this:

    1. The bird does it's thing and flies off screen

    2. Instead of destroying it, just suspend it (disable it's behavior, there are various ways to do this: e.g. disable a group, set a boolean to false or a state machine) use the timer behavior to start a two second timer on the bird

    3. On timer, reset & enable the behavior of the bird again (as in give it back the rock) and set its position to Y = whatever height you want it to patrol and X = player.X + screen width/2 + some offset so it starts off-screen

    4. This would also be the place were you can test if the bird spawns outside of its patrol area (if player.X + screen width/2 + some offset > rightWall.X) If that's the case, you can instead just start the timer again, which would mean every 2 seconds the bird will check if the player is in the right position for the bird to spawn inside the patrol area.

  • const valueAt00 = scheduleArray.get(0, 0); // Correct method to use

    It's the incorrect method. The correct method is scheduleArray.getAt(0,0)

    In such cases I always recommend to consult the manual over gpt, because gpt will not be familiar with the API of Construct.

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/array

  • Yeah I've read your posts about js blocks but I'm not sure if there's a solution for it other than offloading more and more work into js directly. Keep js blocks minimal and handle the rest outside the eventsheet. Sure, Ashley could start fixing this somehow but it's one of these things that is straight up not relevant for a vast majority of users, so I can understand why he brushes it off.

    Managing per instance arrays, or dictionaries requires an amount of repetitive boiler plate every time you use it.

    This is one of the cases why I really dislike working with data structures in eventsheet context. Overboys addon does solve this exactly how I would envision it should be solved, like instance variables being able to hold arrays/json/data. But I'm at the point where I'm very comfortable in js so I'd just subclass the instance, give it a this.array and some methods to handle the data and call it a day. (If I ever manage to push out my current game, my next game will probably be 95% js)

    Anyway, I think this is fine. That's exactly why there's javascript, to handle the cases that the event engine can't. Advanced problems require advanced solutions.

  • No idea, I'd have to try the project. A different although silly idea I had was to record 30 videos at the same time, all offset by 1 second. So when a highlight is requested you can just save the most recent one. But that's kind of an absurd solution.

    I also found some js implementations of ffmpeg, perhaps something could be done with this?

  • Since you're already writing custom behaviors, what about just doing it in js directly? Surely the stuff you're looking for can be done with some js. Arguably there are cases that the event engine will not be able to handle as elegantly, but most games don't actually require this amount of complexity.

    Doing it via events, I'd think of adding an array per instance, with strings that then call mapped functions per string. If a string doesn't exist, nothing is called or acted upon, so no further overhead.

  • Hey that's kinda cool. Sadly attacking doesn't seem to work for me, maybe because I'm on german keyboard layout (Z and Y are swapped). I tried hitting pretty much all keys available to me to no avail.

  • Still kind of hard to tell what actually is going on but regardless, it's very unusual that mobile browsers would work different.

    Wild guess, but you have 2 "wait 0.75 seconds" actions inside the every "1.5 seconds" condition. So perhaps there is some weird overlap happening due to some rounding error. Maybe changing the second wait to be slightly shorter could fix it?

    Otherwise you'll have to post the project to check out because I don't think anyone can find out what would cause this without being able to check out the project myself.

  • You may be seing ghosting/blurring artifacts that are actually caused by your monitor rather than Construct. You can check this if you make a screenrecording, then play the recording and pause at a moment where the effect occurs. If it goes away the moment you pause, it is most likely your monitor having ghosting.

    You can also check testufo.com which has a bunch of tests and examples where you can check if your monitor is ghosting.

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  • The engine is perfect to onboard non-programmers into programming. The eventsheets work surprisingly close to regular javascript, they just don't look like it and seem less obscure to a nooby than a bunch of textblocks with weird cryptic looking words. So by working with eventsheets, you also learn the overall logical structure that javascript uses without noticing it.

    Also as a general thing, not compared to a gameengine but rather specifically adobe. The support is just peak. You post a bug, you'll get at least an answer even if the answer is no. Adobe on the other hand... lol. I've had a bug with photoshop that would freeze photoshop when I use a wacom graphics tablet. No real solutions found to be anywhere, other users have the same problem. I've went through different iterations of photoshop, windows software, pc hardware and tablet hardware/drivers over the years and I've always ran into this problem again and again. Other drawing software works perfectly fine, so the issue clearly has to be fixed from Adobes side. It is unfixed to this very day in 2024 (I recently bought a new tablet, thought I'd give it another try and behold, the same issue again), I've first encountered the issue in ~2012, and repeatedly since then. It's been reported to Adobe multiple times by me and others, no fix for well over a decade.

    Alright that's enough adobe slander for today.

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WackyToaster

Member since 18 Feb, 2014

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