WackyToaster's Forum Posts

  • You are opening the console for the construct editor instead of the preview window.

  • Asynchronous functions simply have the benefit of being able to use "wait for previous actions to complete" so you can do a bunch of stuff inside that function like tweens and wait for all of them complete before you do the next thing.

    A heavy function like that in Construct will simply attempt to run inside a single tick, that's why there's a freeze. You might have to split this up to avoid the freezing, like adding 1000000 per tick over the course of 100 ticks. Which takes a little over 1.5 seconds to complete at 60 fps. I don't think there's a construct build-in way to do this.

  • Thanks ^^

  • Thank you!

  • Thanks :)

  • Thought I'd post it here too. Bumbly Bee is now available on Poki temporarily. As in it's currently being evaluated if "it's a fit". Go try it out!

    poki.com/en/g/bumbly-bee

    Cheers

  • Just wanted to chime in, seems like I'm going with webGPU disabled for now since having it set to auto can just lead to very weird graphic corruptions on some "random" devices. I don't know if having it set to auto currently is appropriate considering it can be this unstable. I'd vouch for it to be set to "no" per default until this actually works stable on all devices that claim to support it and then do this:

    Screen recording from a friend

    Xiaomi 13 Pro, OS 1.0.9.0.UMBEUXM, Android version 14 UKQ1.230804.001

    Subscribe to Construct videos now

    EDIT: I've been told that it is set to "no" on stable releases. I had no idea because I'm always cruising on the beta branch! :D

  • You can right click > Invert conditions.

  • 99% sure this should not be a problem. Not legal advice :P

  • I don't know what the result of the random meshes would be, but I'm not able to create the code.

    But I am. Took me a little while to figure this out I have to admit. Basically I'm distorting a mesh based on the waves of a perlin noise function. You do need quite some meshpoints for it to look good so I have no idea how performant this is, but I'd say use as little of them as possible. I'm pretty sure doing this inside a shader would be more performant but I have no idea about coding shaders.

    wackytoaster.at/parachute/perlindistortion.c3p

  • Yeah in your example it's quite clear that the effect goes crazy near the edges. It used to do that everywhere tho so at least that's an improvement. Perhaps you'd have to look into a different way of getting the effect you want. Maybe could simply turn it into a sprite animation with some other tool? Or you could create a mesh on the object that you sort of randomly distort to maybe get a similar effect?

  • Which water effect are you using actually? I've got curious and tried it and to me it seems they have been updated at some point and the camera position doesn't have too much of an effect anymore (only near the edges). It's so much better than I remember.

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  • How about doing the reverse thing?

    1. Move the canvas offscreen

    2. Paste the object

    3. Move the canvas back onscreen

  • Inside a single action

    1. Move the sprite to the position you want it to appear on

    2. Use the canvas action to paste the sprite on the canvas

    3. Move the sprite offscreen again

  • This is an unfortunate sideeffect of how the water shader is programmed. It only works properly with a static camera. I'd love to see one that does not rely on the camera position.