WackyToaster's Forum Posts

  • I´d love to see this option. Of course we can add stuff like this in the event sheet but as valerypopoff stated it can get tricky and complicated.

    Construct has the touch shoot through everything.

    Generally (with JS) the touch will stop at the first hit element (even if it doesn´t even listen to touch, can also be kinda annoying. I´m just glad "pointer-events: none" exists)

    Ideally it should stop at the first element in Z-order that also actually listens for a touch. Dunno if that´s feasible. Obviously the old behavior needs to stay so older projects don´t break, but I think optimally both the "go through everything" and "stop at first thing" should be useable at the same time in the same project somehow.

  • I need Litetween in C3 runtime.

    https://www.construct.net/en/forum/extending-construct-2/addons-29/behavior-litetween-48240

    I shall hint at my plugin, but it´s not litetween so it won´t automatically convert.

    construct.net/en/make-games/addons/163/tweeen

    EDIT: This one also seems nice, actually a pretty smart way to handle it

    construct.net/en/make-games/addons/183/ease

  • construct.net/out

    Bugs should be reported there.

  • I think something like tiny wings might be doable with vanilla construct without needing formulas by creating a line of physics objects based on a sprite with the sine behavior. Afaik there is a bug though that crashes the app at some point when too many physics objects are created/destroyed.

    Worms will be rather complicated with vanilla construct (without plugins) since it usually means pixel-perfect collision-detection. It is somewhat doable with tilemaps but this is generally really slow once you go below a tile-size of 5 or 4 pixels. I tinkered around with the idea for a bit but it´s meh.

    I know that there are working Worms examples floating around but I couldn´t find one for construct 3 sadly, especially since they use a plugin that isn´t ported (and maybe never will be)

    Maybe Ashley has an idea on how one could possibly approach this (Worms), I´d be interested in this too.

  • Usually "I don´t have time" is an excuse. You have time, but you prioritize other things above your hobby. Are you sure that all the things you do (especially on the weekends) are defenitely non negotiable? I know some people who took a year where they cut down almost everything in order to really grind something.

    Work - grind - sleep - repeat. Yes, they also cut down social stuff, gaming,... to a minimum (not entirely obviously) If you really want to, you will make time for it.

    Or just do it like me and ignore your bodys request for sleep until 3-5am or pull all-nighters (while still going to work the next day). The tradeoff is your health and your sleep schedule will suffer (possibly also your performance at the workplace), I honestly can´t recommend :V

    I think for the most part companies should stay away from politics as much as possible. Considering what is happening with linux currently... lulz.com/linux-devs-threaten-killswitch-coc-controversy-1252

  • Don´t get your hopes up.

  • Awesome, now we finally can run Construct inside Construct.

  • Yes it does.

    Your events are out of order.

    https://www.dropbox.com/s/bkd6szzb4vr2szq/tapobject.c3p?dl=0

    touché, though it might be an annoying thing to reorder depending on how big the project is/how it is generally ordered

  • newt why you always making strange comments on construct forums? You did the same thing on my post many months back.

    Newt is our very own veteran forum troll.

    Also newt, on tap object does not produce the result op asked for.

  • Project properties, bottom left.

  • There is an option to bundle addons with the project.

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  • Ah yes, so if you do "punkte >= 1000" this will be true every tick. Your entire event sheet will be executed every tick (usually 60 times per second) so of course your portal will be created 60 times per second. You can use "System > Trigger once" to only create it a single time.

  • Generally that is a good idea, unless you specifially want enemies to act even if offscreen. You´ll have to think carefully about that though, as enemies tend to walk around and fall off the map (for example) so they won´t be there when the player finally reaches that part. Also it takes additional processing power, that may or may not be a problem depending on the device.

    You´ll probably want to add all your enemies into a family and use "Is on screen"

    However, this will cause enemies to only do things when on-screen and stop everything as soon as they are off-screen (this can look weird), so you probably want to use an instance variable (boolean) that you set to true once the enemy is on-screen and "activate" the enemy this way, so it won´t stop moving (potentially mid-air) just because the player moved a little bit to the left.

    I personally would use a slightly different approach though, to make enemies activate at a certain distance even if still offscreen as I think this will create the best feeling result. (This essentially emulates how this works in Mariomaker apart from some weird cases)

    I dropped a ton of info so if you need some more help just ask :)

  • The easy/hacky way is to add "wait 0 seconds" before you switch out the buttons. Wait 0 seconds is equal to "wait one tick"