WackyToaster's Recent Forum Activity

  • I see, thx. Sounds like this spec is pretty much set in stone at this point then.

  • Option 1: The addons may have been ported, you may be able to install the addons in C3 and open the project. You'd have to hunt those down though IF they have been ported. construct.net/en/forum/construct-3/plugin-sdk-10/addon-ported-142419

    Option 2: You can attempt to port the addons yourself

    construct.net/en/forum/construct-3/plugin-sdk-10/plugin-converter-123855

    Option 3: C2 is still available, you'd have to install C2, install the addons, open the project, delete everything you don't need, then save, say a prayer and open it in C3.

  • I have only briefly looked over it for now, but basically my wishlist aligns very closely with Overboy.

    1. Being able to link an entire flowchart into the out of a node, or reference it somehow else. But I think linking would be the best probably (?)

    2. Being able to enable/disable nodes based on some snippet of code. (If player has money, show "gamble" node)

    3. Being able to execute a snippet of code whenever a node is reached. (Play sound whenever node is reached)

    4. Being able to execute a snippet of code whenever a connection is traversed. (Remove 5 money whenever "gamble" is picked)

    4b. Being able to branch a connection based on the result of a snippet of code (If gamble won, if gamble lost,...)

    Nice to have

    5. Aligning nodes etc. to a grid, I like grids :)

    6. Every other row in the node could have a slightly darker/brighter color to make it easier to see the rows.

    I think this would do a lot of heavy lifting and tie together the flowchart closely with the logic that's supposed to drive it. Right now it's all raw data and strings which all have to be handled in a quite detached manner in the eventsheet. If I think about a larger project, this sounds daunting to work with.

    Quick mockup just cause. I think the "Eventsnippets" could theoretically just be a function in an Eventsheet, but I think it would be better if it were a mini-eventsheet as Overboy suggested.

    EDIT

    I think the fundamental problem with adding the functionality to execute logic to nodes is that the more logic capabilities flowcharts had, the more they would overlap with event sheets.

    I can see what you mean but I feel like these suggestions were almost inevitable :) There has to be a way to create a sensible interface between the two. Purely thinking of a text-adventure as in the example, I'd totally want to do things like "If the player is low health, show/hide this option" and "If the player picks this option, there's a chance that X will happen". Right now this would seem like a lot of frankensteining together flowcharts at runtime, and my gut feeling does not like that.

    For example, how'd you do a check for: "if (player.health < 10 && player.poisoned) showOption()". Currently a flowchart has two fields where we could convey this information we want to test for with the eventsheet. The name, and the value. The name doesn't really appear to be the right place for this. The value... maybe? But it would mean we have to write a JSON string into the value, then parse the JSON, then extract the intent what we want to check for with which values, call a function and if true, stitch in some flowchart. When with the other approach, we'd just have a field that says "condition" and we throw in a function that returns true or false, and if false the node is not shown.

  • Of course R0j0 can just casually do it...

    Actually with some creativity you can make all kinds of 3d shapes with distort meshes.

    I don't think creativity is the limiting factor here. :D It's certainly impressive but I personally couldn't imagine working with it other than maybe a background element. It's just some obscure math magic, and sure, everything is but I don't have to understand most of it. I still don't know what cos() or sin() actually do under the hood, I just know when to use it and what result I can expect.

  • That would be awesome, I added the issue. Fix it whenever you get to it, it's not that much of a pressing issue for me.

    As for pointer events themselves, that is all web specifications, and the fact secondary mouse buttons only fire pointermove is by design...

    I mean sure, who specifies this though? I never questioned it, but someone has to be behind it. Anyway it seems like a really awkward design choice.

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  • A cheap or old graphics card might have 256mb of VRAM.

    Ignoring optimal and effective... I actually wonder what the limit is nowadays with a high-end graphics card. Or even lower-end graphics cards nowadays come with 8GB of vram, surely it's possible to make a moderately sized layout with a bunch of big images, no? 4k textures aren't exactly a new thing, so loading in like 16 of those per layout should be possible? It's not that unusual that modern games require like 4GB of VRAM minimum. How big could they possibly be? Even assuming 64mb uncompressed per 4k image * 16 images is 1GB, that seems like childs play for modern standards. And that would result in a 16384 x 16384 layout.

  • Thx for the info, not exactly elegant but I'll manage. Is there a chance that this ever gets updated by whoever is repsonsible for this? Who even is responsible for this? I don't wanna turn of worker, so I'll use either option 1 or the mouse plugin.

  • Are you sure GenPoints() returns a string? You cannot really put JSON data into a Construct variable. You can try

    	runtime.globalVars.jsonPoints = JSON.stringify(GenPoints(...));
    
  • Constructs 3D shapes are (intentionally) relatively limited. I don't think an Arch like that will be possible with vanilla Construct.

    You can use 3rd party plugins

    kindeyegames.itch.io/c3-3dobject-alpha

  • but there is an additional setting that causes this issue "Pause on unfocus"

    Oh, I never use this feature because it seems mostly pointless to me other than testing on suspend/resume triggers. This arguably could be considered a bug, but I tried to replicate it and it's not happening for me.

    "Pause on unfocus" only works in preview btw., at least according to the tooltip. The game always pauses on unfocus on export.

  • That's not possible. The whole point of a tilemap is to be tiled. The only way around it is probably to use an extra tilemap for every platform which could be a valid approach depending on how exactly your tilemap looks like.

    Another alternative could be a 9-patch construct.net/en/make-games/manuals/construct-3/plugin-reference/9-patch

    Otherwise, there's nothing wrong with using sprites.

  • Yes, tiles always snap to other tiles. The forum is a little broken currently so that's why my image doesn't show up.

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WackyToaster

Member since 18 Feb, 2014

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