WackyToaster's Forum Posts

  • 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.

  • 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?

  • 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.

    • Post link icon

    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 ""