WackyToaster's Forum Posts

  • You can upload it to dropbox/google drive and share a link. A screenshot sometimes works too (if you know that the issue stems from a certain bunch of events) but a project is preferred.

    Here's how to share a file from google drive

  • K? If you need any help or want a bug to be fixed you'll need to post more than "thing no work pls fix" Nobody can help you with the scarce information you provided.

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • That's most likely not a fault of the engine. Hard to say anything specific but you probably do something like "if X = 123" which can inconsistently work. At least that's the most common mistake. You could post your events/project, that would help with finding out what's going wrong.

  • choose("layername","layername2","layername3")

  • All it needs is this. :) The first condition picks only the ground the wall creature is currently on, so sub-events will consider only this specific tilemap.

  • I couldn't find much of a difference in my project. Maybe it's +10fps if I set it to low, but considering that my game runs at ~550fps in unlimited mode it doesn't seem to have all that much impact. That said, I only use one effect (multiply on a layer) so it probably has something to do with the effects. If you can share the project or maybe a file that demonstrates it I can try it out on my PC.

    I do know that effects tend to have quite the impact on fps in general, so I avoid them where I can and use them sparingly. I also remember reading somewhere that it often is better to apply the effect to an entire layer if possible. Say you want to color 100 sprites blue with an effect. Adding the effect to all 100 sprites individually adds a lot of overhead, where if you just plop the sprites on a layer with the effect it just has to apply it once.

    EDIT: Yeah it's in the documentation: construct.net/en/make-games/manuals/construct-3/project-primitives/objects/effects

    So I recommend trying that.

  • I've written little scripts for similar purposes before. I used FART (yes it's called FART) sourceforge.net/projects/fart-it

    You can then write a batch script that does the job for you like:

    fart.exe ".folder\index.html" "<html>" "<html lang=\"en\">

    All you have to do in the end is put the exported projects in the right folder and doubleclick the batch file. Since it's just a search and replace you might have to get creative with picking the places you need to edit. It should be doable though.

  • The blog post The surprising difficulty of resizing images on spritesheet covers this in detail. In short, change the 'Downscaling quality' project property to 'High'.

    I've tried this and it does help, but not 100%. It's particularely noticeable with spritefonts. Probably because they can easily end up being used in a variety of sizes. I have the best results with Downscaling quality High + Sampling set to Bilinear. Sampling on Nearest works best but it looks ugly :)

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    Well, I'm closing in on actually releasing an actual game (not just a silly mobile game) There are still a couple of levels to be made but that's it. This is still gonna take longer than I'd like but the goal is in sight. Feels good. (Now also on itch)

    store.steampowered.com/app/1607720/Rimebeard

    Edit: wackytoaster.itch.io/rimebeard

    Would be cool if you drop it a wishlist, it helps with the steam algorithm I'm told. Really old people (like me) might recognize the game this is based on.

    Cheers

    Screenshot because this is a screenshot thread

  • just curious why you'd ever want your game to go above 60fps

    I have a 240hz montior. Sadly not because my PC is strong enough to support it (unless the games are older) but simply because my old one died and this one was on sale :V My Laptop also has 144hz. Construct games run tied to the monitors refresh rate, so as long as the PC can handle it the game WILL go above 60fps naturally. I'd be quite sad if a game doesn't reach 144hz on my 144hz monitor, especially if it isn't 3D maxed-out eye-candy.

    To be fair, my own game also runs at around "only" ~150fps though considering the 2D nature it probably should be more. I just noticed... it does run at 240 in the preview but not in the export. Hmm...

    In any case, the faster the game runs the better. If it hits 240fps on your machine it might just hit 60 on an older one. But if it already is chugging along at 60 on yours, the older one might hit 10 fps and it's unplayable.

  • editor.construct.net

    Then start building. Set a (small) goal of something you wanna make. Make prototypes. When you get stuck --> Check the documentation (https://www.construct.net/en/make-games/manuals/construct-3), check the Forum, try a google search, ask (forum/discord)

    That's how I did it, but admittedly it involves a lot of banging your head against walls sometimes but I feel like you'll encounter that no matter what.

  • Yes I can confirm, it's solved now.

  • Jup I get it too. I don't wanna delete my cache and reinstall all the addons. Guess I'll roll with r264 for the time being.

  • Actually you can rather easily roll back :)

    construct.net/en/tutorials/open-project-saved-newer-2203

  • I've learned that lerp with dt is technically NOT framerate independent. Just so you know.

    construct.net/en/blogs/ashleys-blog-2/using-lerp-delta-time-924