WackyToaster's Forum Posts

  • The water reflection one is neat!

  • Can you post a project file where I can test this?

    I'd guess that the host communicates "destroy" before it communicates "move" so that the bullet for the peer gets destroyed before the final movement it should do. Maybe this can be adjusted by ordering your events in a different way or by delaying the destroy action for peers by a brief (1 tick?) delay.

  • There's no too many or too few. Just impressive as it's a quite big project. Easily one of the biggest ones I've seen, but I kinda remember one that had like 100k iirc :V

    We use JS for things which are now possible with events and to speed up processing of some big arrays.

    I see. Yeah arrays in general seem to be easier to handle in js.

  • 10000 Events is impressive. I'm curious what do you use the few lines of js code for?

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  • full java script with no events (is that even practical/possible?)

    Certainly possible. Practical... I'd say that depends. It's not easy and requires a bunch of documentation reading.

    hybrid approach

    I think for most cases this will be fine with not really any downsides. I'd say 99% of projects will not run into any real issues here.

  • Works fine on my side. Can you try a different browser? Disable browser addons that might interfere?

  • Yeah, scripting is nice. There are just a handful of things that I find simply more convenient/simple to do in eventsheets, but I'd like to eventually move even more into scripting, at least when we're talking complex projects. I really like the eventsheet for simple projects though.

  • I'm not sure I understand correctly, but that's exactly what the 9patch is for. Technically it's even better than a sprite.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/9-patch

    You can absolutely give it rounded corners and whatever design you like. It's perfect for recreating the exact same look of your example.

  • I know you asked about the information for text length and lines etc. but I don't think you need it for this purpose. It's actually much easier!

    You can simply use the Text object properties TextWidth and TextHeight.

    Then set a 9-patch object (probably the best solution for this) behind the text, and set its size to Text.TextWidth, Text.TextHeight. This will be very tight, so you can add some extra border.

  • Funny enough, some time ago I was tinkering with a project that would benefit from this. It was very simple though, basically all I needed was the option to make a call from construct to start a python script. That python script simply executed a few things and then started a local server, so in my case I didn't even really need callbacks (although ideally there would be callbacks for stuff like error handling)

    If anyone wants to try it out anyway, you can probably get a WebAssembly Python interpreter working with the addon SDK!

    Glad to know that it probably works although I don't think I could do that simply because no time and no current urge to do it (and I don't know web assembly)

  • Nice, that seems like quite a big project already.

  • Let's not abuse this thread for posting project statistics, I've made an extra thread because I've wanted to see people post those for a while anyway out of curiosity

    construct.net/en/forum/construct-3/general-discussion-7/share-project-statistics-for-181376

  • I actually have been curious about these for some time because I've seen some people post absolute behemoth projects. And since it came up in another thread, why not have a dedicated thread... So share your project statistics, I wanna see what everyone is cooking.

    In the Project window, right-click the main game folder > Tools > View project statistics

  • That's a good question, I don't know. Why don't you just try it out and report your findings back? :)

  • You need to replace "Text" with the text you want to count the characters of. You can directly write a string in there like

    len("This is my text")
    

    Or you can reference it from the text object like

    len(Textobject.Text)
    

    Textobject is in this case the name of your textobject.