fedca's Forum Posts

  • I see it as quite the opposite, the engine would become less reliable if we cannot fix our problem ourselves. This would be a risk for anyone building a game with c3. Because than the "wontfix" or "enhancement" has potential for much more dire consequences.

    This is also why having source code available is so common and the industry standard, as no company of a certain scale would risk this.

    Construct 3 already has a insanely limited addonSDK, I think bringing the addons sdk up to the industry standard would be a better solution if you are worried about engine hacks.

    • unreal engine: source available
    • unity: source available
    • Godot: open source
    • gameMaker: open source runtime
    • GDevelop: open source
    • Phaser: open source
    • playCanvas: open source
    • Defold: source available
    • ... and many more

    I'm confused what you, Ashley, mean with industry standard, as almost every game engine is either open source or source available.

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  • It would be a very useful feature. Especially as you tend to have stuff you want to dynamically replace like this in string form inside a internationalization JSON.

    Still a lot of times you can use replace()

  • can you try with myNewInst.instVars.myId = i;

  • I think this is tricking you as Construct doesn't draw when nothing is moving but instead keeps showing the front buffer instead.

    So in that case the cpu draw calls and gpu usages goes down to basically 0. So I think it's not due to the tweens themselves but instead because the tween causes a new frame to be drawn ~220 times a second as now the screen is changing every tick.

    Try adding a simple rotating box to make sure the screen is still redrawn every tick in the tween off benchmark.

  • Here is an example of how you can add a random weight to the Flowcharts outputs:

    https://drive.google.com/file/d/1do6wH10LLeuj6NkkXOcrvg2Reh2iwQ8p/view?usp=sharing

    The higher the number you put in the value of the output the more likely the connected node will be picked. You can reuse the same thing across your project as long as you also use the tag "weightedRandom"

  • It doesn't show the dialog if the newest version is a stable, it just updates automatically. It only repeatedly show the dialog if there is a newer beta and you have enabled "notify me about beta releases"

  • 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.calcheraydt@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