fedca's Forum Posts

  • 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

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  • 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.

  • Thanks a lot Fib! Also cool to hear that it's useful to you.

    I'm not sure I fully understand your suggestion, I think you are on Discord as well, might be easier to chat there. :)

  • The events look correct to me as you can use the layer index to reference the layer. To me it looks like the issue is:

    the instance is invisible and setting the layer to visible does not set any instance on it to visible, layer and instance visibility is separate.

    To fix it make sure you set both the instance and the layer visible, or set the instance to visible and only toggle the layers visibility (or vice versa).

  • These free addons are very useful and I use them in most, if not all, projects:

    1. Better Input Manager https://www.construct.net/en/make-games/addons/1050/better-input-manager
    2. FSM https://www.construct.net/en/make-games/addons/1089/fsm
    3. Trail Renderer https://www.construct.net/en/make-games/addons/531/trail-renderer
    4. Animate Text https://www.construct.net/en/make-games/addons/324/animate-text
    5. Utils https://www.construct.net/en/make-games/addons/1073/utils

    There are some awesome more niche ones too, like Mikals 3d stuff and some effects (i.e. I also have more than 20 effects on the addon exchange ;) https://www.construct.net/en/users/367816/fedca/addons). But I tried to list the more general useful ones.

  • > FWIW I submitted a WebView2 suggestion to fix that. I think a relatively small addition to WebView2 could potentially allow full file system access without prompts using the existing browser File System Access API from JavaScript.

    Ashley Do you know if there has been any progress with this issue? We were planning to use WebView2+FileSystem in our next project, but that picker dialogue is a deal breaker.

    Also, it will be impossible to set up Steam Cloud sync if players are able to pick the location of save files.

    Scirra released this addon for webView2, this solves most file system issues. construct.net/en/make-games/addons/1104/file-webview2

  • the next penelope

  • It would theoretically be possible, but its not really something I am interested in doing myself at the moment.