AmogusJS's Recent Forum Activity

  • inspiration aint that far from stealing

    Clickteam, for a long time, had that "tick box grid" system

    yeah this one is just insane, it's like that retirement home game grandpas play

    imagine living like this fr fr

  • Using any visual scripting other than Construct's event sheet feels pathetic. No idea why people keep on trying to make the noodle system work as programming replacement when Scirra already has the perfect solution available since 2010. It's stolen from Clickteam btw but they had it coming. Now, if only somebody could copy the node system from Godot...

  • Hi Everyone,

    It's been a very busy couple of weeks, but I did manage to create a new music track for my Sci-Fi 12 page:

    "CYBERTROPOLIS"

    https://soundimage.org/sci-fi-12/

    It's 100% free to use with attribution, just like my thousands of other tracks.

    If you haven't checked them out yet, my Ogg music packs enable you to download all of my tracks at once from various genres...a huge time-saver. You'll find them here:

    https://soundimage.org/ogg-music-packs-2/

    Enjoy and keep creating! :-)

    Thank you a lot for sharing your music! It's always a great pleasure to check out new songs you post.

  • > just record a new video every 30 seconds

    What do you do if you started recording a new video 5 seconds ago, and now need to replay the last 30?

    make like a buffer where you store the last 2 videos and delete the oldest once a new one is recorded

  • just record a new video every 30 seconds

  • Changing the max spritesheet size just changes the size and number of exported images in your project. It's hard to see how that would affect anything, unless the problem was in fact something like running out of memory, and adjusting the spritesheet size allowed more efficient use of memory.

    Thank you for the reply. I'm currently trying to reproduce the issue and it only happens in projects with a lot of large sprites, but I haven't figure out what's the exact limit yet. Changing the max spritesheet size to 4096 fixes the issue every time though.

  • This bug appears on iOS 15. It is not present on newer iOS versions, however a bunch of older Apple devices that are still widely used cannot be updated and your game might not run on those.

    Sometimes, the exported game doesn't start after it's been fully loaded. If you have a custom loader layout enabled the 'On loader layout complete' trigger will fire, but the game never actually goes to the next layout. The bug occurs regardless of what loader style you use, but never happens if you run the game from the remote preview.

    FIX: Go to the project settings and set 'Max spritesheet size' to 4096.

    Posting on the forum so more people see how to fix this. I will submit the bug report later as I don't have any apple devices on me right now (luckily).

    anyway, think differently folks and don't do drugs

  • if by standalone app you mean the old nw.js one, it's a really bad idea to use it at all since its last update predates extinction of dinosaurs and creation of universe itself. it uses an old chromium version and you should not run construct on anything else but latest.

  • I found GDevelop and it looks easy to use and is much more affordable, so I canceled my C3 subscription

    you're dead to me

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  • no idea, but the latest game maker giveaways give major 'we're closing down soon' vibes.

    won't be a surprise now that godot can do everything game maker can while also offering super sane editor ux for free. you still can't render text in game maker without using the special draw event in their crazy frankestein drag and drop system 🤮. it's like it's still being made on pirated delphi by one guy in his garage while smooching college undergrads in the very same garage.

    funny how construct is the only visual scripting engine that's still relevant. there's also clickteam but nowadays they are down to selling paid updates to fnaf kids and fusion 3 is not a thing anymore sadly.

  • this game made me so angry i punched my laptop really very very hard and broke the screen. evidence:

    my dad got UPSET because of that and took away my constructs. all three of them. they were on that laptop and now it's kinda fair but i hate that i don't know what i'm gonna do because i have game realeasing soon.

    BUT! i still got the secret munkeh space ending

    conclusion: it takes 1000 munkehs randomly smashing 1000 keyboards to actually complete this game

  • because video recorder uses technology that is already integrated in the browser. for voice chat, you would need to develop your own custom server/client application depending on what type of communication your game uses. you can also use webrtc, that's already possible with javascript.

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AmogusJS

Member since 9 Nov, 2023

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