WackyToaster's Forum Posts

  • Yeah this is one of the quirks you'll have to deal with. Is this a solid or a jumpthrough platform? Either way the platform behavior has a bunch of quirks like this which aren't exactly fixable, because it works perfectly for project A but not for project B and fixing it for project B breaks project A.

    In a way it even makes sense, the character steps off the platform, but the platform moves under the character before it can fall. Maybe you could try to add the platforms velocityX to the character when it steps off so the character sort of gets flung off at the same speed the platform moves, so the platform can't catch up to the character anymore?

  • I don't think this is gonna get implemented, it's just not a feature that would be used a lot, apart from some gimmicky stuff (in regards to games that is, since Construct is a game engine first and foremost)

    However, Construct does let you add javascript. It seems quite benign actually to add the functionality you want with a few lines of code.

    developer.mozilla.org/en-US/docs/Web/API/Broadcast_Channel_API

  • You will own nothing and you will be happy.

    But really though, it's just more sustainable and predictable from a business perspective. Why pay for that subscription? Because I think it's worth it for me. People gladly pay subscriptions for stuff like netflix without batting an eye but as soon as it's a useful tool, suddenly it's terrible and bad. It's not even expensive either. Adobe Creative thingy costs 60€ per month, 3ds Max costs 274€ per month.

    And wait till you find out about taxes.

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  • Yes that should work perfectly fine too. But You need to have players defined somewhere. A good place would probably be globalThis.

  • With scripting that is absolutely possible.

    let players = []; // define array
    const player = runtime.objects.player.getFirstInstance(); // get the player instance you want to put into the array. In this case it will always get the first instance of player which is fine if there's only one player. Otherwise you'll have to get it via uid or loop through all player objects.
    players.push(player);
    
    

    Your array now contains the player instance with all it's properties, instance variables etc.

    You can show it in the console via a simple console.log(players)

  • Looks fine to me although with just numbers it can be a bit obscure to look at. Maybe you're not fully understanding how exactly the auto47 works. The default tilemap graphic has a functioning example in place, why not use that as reference?

    Tile 1 and tile 29 fulfill different cases.

    Here's a placeholder I made some time ago for a 20x20 grid. The dark parts are inside, the bright parts are the edges/outside.

  • but the second layout takes time to load and sometimes doesn't load at all

    How long does it take to load? And getting stuck... sounds like a bug of some sort.

    Either way, you can manually load images. Here's roughly what you wanna do

    1. Have a global layer that shows your loading bar

    2. Instead of going to the next layout right away, show the loading bar instead

    3. Use the Memory Management actions to load the images (load layout images) construct.net/en/make-games/manuals/construct-3/system-reference/system-actions

    4. Use the conditions to check for the loading to be complete construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    5. Once complete, go to the next layout and hide the loading bar again

    You can show the progress of loading via the Memory Management expression

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

  • if (sprite.x === sprite2.x && sprite.y === sprite2.y )

    You are comparing if their origins are exactly overlapping. This is extremely unlikely to ever be true. You should use testOverlap instead, see

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iworldinstance

    I also recommend checking out the javascript examples since they'll cover most of the basic cases like that.

  • A little hint that might be relevant, docx files are actually just zip files (just like c3p are also just zip files)

  • I think it's straightforward to have translatable flowcharts: instead of an actual piece of text in a value, put the translation key, and look it up for the current language when displaying it.

    Hmm it would be great though if there would be a way to preview the result though... Because this would obfuscate everything quite a bit.

  • That's actually an important question, the two plugins need to work together somehow. The simpler the better of course.

  • Well that's a little less confusing though. It's perhaps possible to compress it further? Delete anything that you don't need. Compress the images further to make them smaller. Surely you can shave off 2mb...

  • I just checked something... did you try the playable ad export? Because that only generates a single html file which includes the box2d wasm (as base64) so there wouldn't be a wasm file.

  • It appears to be the case. Not sure if there's a way to get it to work other than straight up removing the physics plugin and utilizing something else to simulate the physics.

  • If you are not using the physics plugin, you may be able to remove it. But I kinda suspect it's there because you use the physics plugin.