WackyToaster's Forum Posts

  • Thanks for the answers. It's just that I duplicate a bunch of tilemap objects across my layouts and I sometimes stumble upon random assortment of tiles outside of the actually used area when I have to scale the map bigger. But considering even deleting them doesn't exactly do anything I might skip deleting it (but my brain hates it that I know they are there :V)

  • I've wondered this for a while. If you take a tilemap, draw a bunch of tiles and then scale the tilemap smaller, the tiles visually disappear. If you scale it back up they reappear, so they are clearly not deleted. But does it mean they use up any kind of space or processing? As in: Should I always make sure to delete them or is it basically irrelevant?

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  • There's also this example project utilizing the HTML Element

    editor.construct.net

  • There used to be a 3rd party plugin implementing this but it kinda got abandoned. I even made a little prototype with it (requires controller to play)

    wackytoaster.at/phycube

  • What about bigint?

    w3schools.com/js/js_bigint.asp

    Not sure if that's used for the default construct variables.

  • For some reason, the way C3 works just.. I don't know how.. I don't know why.. It just clicks in my head.

    Exactly why I stuck with Construct all these years.

  • I've never thought about this, I didn't even know that was a thing. Interesting.

  • That would be great. Since it was present in the SDK1 I do hope it makes it's way into the SDK2 and as such the scripting interface. There's also PostTick() which might be useful to have behaviors tick before the script runs.

    Would love them to hire a developer to make plugins full time, even if its outsourcing some work to talented devs in the community, like they've been doing with example files.

    I actually want that but for effects. Shaders can do so much magic.

  • You try to load "AJAX.LastData" as a string, not as a value. Do it without the ""

  • Construct uses somewhat different syntax for Arrays. Try

    {"c2array":true,"size":[3,3,1],"data":[[[255],[0],[0]],[[0],[255],[0]],[[0],[0],[255]]]}
  • You don't have to be technically competent, you have to become technically competent :)

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

    So it will look something like this

    choose(rgb(Array.At(0,0),Array.At(0,1), Array.At(0,2)), rbg(Array.At(1,0), Array.At(1,1),....))

    Check the console for errors (F12 in chrome) it will tell you if your ajax is working or not.

  • This would be how you load it into the array. Then check the documentation of ajax and arrays (and maybe some of the build in example projects)

    But you'll have to fix a couple of things with your file. IIrc it has to be hosted on https otherwise the request fails. You may also need to set CORS (google it). Also Construct arrays look different, so look that up also in the documentation.

  • You'll have to put the file somewhere (e.g. a server) and request the file via ajax. The file could be for example a dictionary or array.

    1. Load file via AJAX

    2. Load it into array/dictionary object

    3. Access the values as per the documentation

    For a dictionary it would look something like this

    choose(rgb(Dictionary.get("r1"),Dictionary.get("g1"),Dictionary.get("b1"), Dictionary.get("r2"),.....))

  • Your best option probably is to hide this with a loading screen. You can also create them in batches, e.g. create 100 sprites every tick, which will create overall 6000 sprites in a second at 60 fps. You might still wanna hide that behind some transition/loading screen but it should at least mitigate some of the lag.

    Are you by any chance trying to do this on mobile btw? Because I can spawn 5000 sprites practically instant on my PC. It's a beefy one but still, 5-15 seconds freeze I can see happening on a phone.