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  • If you are using event sheets and don't want to program, then a tool like Construct makes it possible for you to make your game whereas otherwise it could have been impossible.

    That's the best point imo.

  • I think there's a couple of things to consider. Finding additional support for example seems more like a you-problem and not the publishers problem, and possibly can be avoided with careful planning/scoping. (Not that I have the ability to not woefully overscope everything I touch...)

    The export to console is a little bit of a bummer, but in reality there's probably not that much difference I think. Even if the engine technically supports export for consoles, it's more than likely that it will not work out of the box. You will almost certainly have to do porting work, regardless of engine. The only difference would be that you could do the porting work yourself, which sounds like an absolute anti-fun nightmare to me. Ratalaika (aka one of the companies that does porting) covers all porting costs and ports for a % of revenue. At least that's what they told me last time I asked. Sounds like a perfectly fine deal in my book. If the game is well received, it will still be worth porting and as such will still be worth for the publisher, just not as much I guess. Not to mention the publisher will make damn sure they get their share of money either way.

    Not sure about sustainability/maintenance to be honest. I'd guess that well thought out eventsheets are similarly sustainable as well thought out code, and terrible code will be just as bad as terrible eventsheets. Also you CAN do a large portion in code if you want.

    I guess my bottom line is to worry a bit less about the publisher. And if you show the publisher an absolute banger game, they probably really don't care if it's made in Construct or not.

  • If on the eventsheet, you can do the picking in the conditions and then use

    runtime.objects.H1.getPickedInstances()
    

    Outside of the evensheet you can do

    let instances = runtime.objects.Sprite.getAllInstances(); //returns an array of all instances
    let pick = instances.filter(i => i.uid === 3)[0]; //filter the array based on UID. Just replace "3" with your variable.
    	
    pick.angle += 1; // do whatever you wanna do with the object
    
    
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  • Just for fun I created a project with 6k objects, 22k events and 68k actions, all in a single eventsheet. I can tell that performance is tanking at this point, extremely so on the eventsheet. It's pretty much not useable at this point, as every action taken there takes a good 3 seconds. Just switching to it freezes construct for maybe 20 seconds. I'd argue tho that nobody is insane enough to have 22k events all on a single eventsheet.

    On the layout view however I notice little impact, though it gets slightly laggy once I open up the folder in the project view that contains all 6k objects. About 0.2 seconds delay that goes away if I close the folder again. Very much useable. I've increased the objects to 12k even and now it certainly starts lagging more, but still not unuseable, and closing the folder also still fixes it.

    I've been mucking around in the project a while, but apart from switching to the eventsheet I don't have any freezes longer than a few seconds, and even those are only on the eventsheet. So... I dunno.

  • Lord have mercy 17k events, 25k actions, 4k object types! That's like orders of magnitude larger than my largest project, which is like 500 events tops. No wonder I have no issues lol. Out of curiosity, what are you building?

  • I just wanna chime in and say I haven't seen any issues. How big are your projects roughly?

  • Is shift down -> set value to X

    Is shift not down -> set value to Y

    Does that not work?

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/conditions

  • You can save a tilemap with tilemap.asJSON and load that data into the tilemap.

    You can also use a custom way of parsing your data. I personally did that, you just have to loop over an array and then depending on the data and the cell location set a tile on the tilemap.

  • You should look into loops perhaps. Arrays have a foreach-loop. You can loop through and append the text in the textbox each loop.

  • You could instead of making it completely random, have it pick from a bunch of predefined sequences at random. As an example you have these sequences:

    • obstacle, enemy, item, enemy
    • enemy, item, enemy, item
    • obstacle, item, obstacle, enemy
    • (as many as you want)

    And you pick one of those at random and generate it in that order. And once the sequence is done generating, you pick another one at random.

  • Jase00I just wanted to chime in quickly to say I've hit the exact same roadblock before. Collision filtering is missing from the plugin, pretty much required for certain things, and it's not about Box2D not supporting it. IT's simply not implemented inside Construct :(

    box2d.org/documentation/md__d_1__git_hub_box2d_docs_dynamics.html

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WackyToaster

Member since 18 Feb, 2014

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