Mikal's Forum Posts

  • Lou Bagel

    I just tested on Mac and it seemed to work for me (I could get my steam user name, etc.). I used latest nwjs (46) and clicked on do not package.

    app.nw is still created, but for me now, it's a directory (so I don't need to change the extension to zip, etc.)

    So, just to make sure, here is the file directory I am adding the SDK libs and the new *.node files to:

    Click on 'Show package contents' of nwjs application, then navigate to:

    Contents/Resources/app.nw

    Add updated *.node, steam *.dylib files, steam_appid.txt here.

  • Great pixel art and really captures an element of the 'Rocky' style boxing story vibe, looking forward to seeing more progress. Is the core game play the boxing or exploring the city and training?

  • Nice offer! I would be interested in 'advanced enemy AI', e.g. beyond the usual simple behaviors of evade, wander, chase, attack. For example environmental behavior (use cover, help attack, alerts, waypoints, ranged vs melee attack choices, etc.)

  • LaurenceBedford

    Thanks, I created that using my FunkyQuadZ plugin available on itch.io, there are example projects there which include a 360 view example.

    kindeyegames.itch.io/funkyquadz-for-construct.

    Forum thread below (if you have more questions let's continue on that thread.)

    construct.net/en/forum/construct-3/general-discussion-7/funkyquadz-plugin-3d-sprites-150031

  • Nice work again! In cloud scripting would definitely be interesting.

  • See this manual entry:

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

    Use the variable on the sprite instance: animationFrame

    e.g.: runtime.objects.Sprite.getFirstInstance().animationFrame = 1

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  • I see. This looks great. I got the important file in the demo, some of the other file contents were great and funny, nice style of humor and art. Keep us updated on your progress and good luck.

  • Great style, looks really good and clean, love the cartoon look. What kind of choices can you make in the game? Is it around dialogue choices, or something to do with file drawers?

  • Great work, looking forward to further installments.

  • After you have the array instance,

    Use the method:

    getAt(x, y = 0, z = 0)

    Retrieve an element from the array at the given X, Y and Z co-ordinates. For one or two dimensional access, the later parameters can be omitted as they default to 0.

    Example for Array object:

    let myArray = runtime.objects.Array.getFirstInstance()
    myArray.setSize(10,1,1)
    myArray.setAt("dog",4)
    console.log(myArray.getAt(4))
    console.log(myArray.getAt(2))
    console.log(myArray.width)
    
    output:
    dog
    0
    10
    
  • Ah, no, you are right, I was thinking they could be used in both, but that may not be true. I have not tried it in the plugin SDK.

  • From the manual - are one of these what you are looking for?

    "beforelayoutstart"

    "afterlayoutstart"

    Fired when the layout starts. "beforelayoutstart" fires just before On start of layout, and "afterlayoutstart" first just after. In both events, all instances on the layout are created and available to modify.

    "beforeprojectstart"

    "afterprojectstart"

    Fired once only when the first layout in the project starts. "beforeprojectstart" fires before "beforelayoutstart" on the first layout, which in turn is before On start of layout triggers. "afterprojectstart" fires after "afterlayoutstart" on the first layout, which in turn is after On start of layout triggers. In both events, all instances on the first layout are created and available to modify.

  • Interesting, it seems different from my experience, but maybe you mean something different, I can resize the preview window and it still has the correct behavior. Is that what you mean by 'user resizing the windows'? I wonder what is different.

    Here's my example: gofile.io/d/qulRnW

    The code is simple:

    let spriteInst = null
    let spriteList= runtime.objects.Sprite.getAllInstances()
    let mouseInst = runtime.objects.Mouse
    for (let i=0;i<spriteList.length;i++)
    {
    	spriteInst = spriteList[i]
    	if (spriteInst.containsPoint(mouseInst.getMouseX(),mouseInst.getMouseY()))
    	{
    		spriteInst.opacity = 0.5
    	} else
    	{
    		spriteInst.opacity = 1.0
    	}
    }
  • I am using Playfab with the Chadori plugins, the plugins simplify the interface and are well supported. The plugin is a paid plugin, here's the thread:

    construct.net/en/forum/construct-3/general-discussion-7/construct-master-collection-en-139046

    That being said, I have been using CapRover on a Digital Ocean droplet for some game server side development, they actually have a one click deploy for a parse server. I tried it and it seems to work. Of course then you will have to manage/configure a parse server which is probably a lot more work! I also have not seen a Construct 3 parse plugin (it looks like the C2 versions have not been ported.) That being said, C3 now has integrated scripting support, so it will be relatively easy to use the JS SDK in C3.

    A bit of a random post, but some options.