piranha305's Recent Forum Activity

    Other game engines also don't make you reinvent the wheel every time, they have standard libraries, and a set of extensible classes for you to build upon and use. This has not appeared to be the case. To make the simplest of add-ons your forced to implement all the logic when the engine already has that built it? This makes no sense. Construct has built in vectors, and a built in color class that handles all the math and conversion, yet if an addon needs these, your force to rewrite all that code? Engine are literally suppose to make making stuff easier. This deviates so much from that idea. I seriously keep asking my self why I keep using construct?

  • Is there was to pass an image to html? That is not part of an icon set?

    That I can use in an img tag or as a background in css?

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  • piranha305

    I don't understand what you're meaning with this screenshot ??

    Why are you setting the "variables" as node outputs, how would you branch this Dialog node to other Dialog nodes. Outputs is supposed to store other nodes, no the values of the current node.

    The Dialog Node should be linked to other Dialogue Nodes.

    so the way i understand this feature? is the Output is optional, its all just data that could be linked? and you can traverse the structure? since its just data you can store all the values relevant to the current node... including transitions? its flexible enough that your not tied to rigid implementation? let me see if i can come up with a better example

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  • Fib Yeah but this means we have to recreate every single ACE that already exist in Construct 3 to create our own awful node-based Unreal-like Blueprints ?

    why are you trying to recreate blueprints though?

    imo this should not be a replacement for eventsheet? but a tool to supplement them? having every single ace exposed as a node does not really make sense?

  • Also it still doesn't solve the Node Data issue i keep mentionning. What about the avatar sprite, the avatar animation, the text animation and so on ?

    aren't those just different properties on the node? that you can read while traversing the graph? I see those kind of the same as doing a JSON.get(path) just your path is the property name on the node... then perform whatever logic you need on those? like create the sprite set the animation?

  • 2. or you create a new trigger for each node via the "OnSpecificNodeEnter"

    So I see where this is coming from, but could the system be designed where you add a string based tag to "identity your node type"

    and instead of having 5000 on node enter condition foreach case? you just need to implement logic for each type (which could have whatever properties you want?)

    and on any node enter look at that first NodeType value and branch accordingly?

    With this in mind some improvements would be the ability to duplicate nodes, and having text auto complete in the flowchart controller plugin.

  • I Have been using Construct for while, and I feel like this year has been amazing in terms of updates to the engine. There have been some truly game changing features added. By far the most impactful to my workflow (in no particular order)

    • Auto Reload Addon on Preview
    • Hierarchies
    • Templates
    • Custom Actions
    • 3D Objects

    And that's just to name a few, there really are so many it's mind boggling. I really want to express my appreciation for the Scirra Team for continuing to improve construct, and engage with the community and take feedback.

    THANK YOU!

    Ashley DiegoM Tom Laura_D

  • For example, how'd you do a check for: "if (player.health < 10 && player.poisoned) showOption()". Currently a flowchart has two fields where we could convey this information we want to test for with the eventsheet. The name, and the value. The name doesn't really appear to be the right place for this. The value... maybe? But it would mean we have to write a JSON string into the value, then parse the JSON, then extract the intent what we want to check for with which values, call a function and if true, stitch in some flowchart. When with the other approach, we'd just have a field that says "condition" and we throw in a function that returns true or false, and if false the node is not shown.

    I 100% agree with this...

    being able to attach a condition to the flow chart weather that is thur some type of expression or a custom node or function? that handle conditions and branching based on that, it improves the eventsheet / flowchart workflow so much.

    having all the logic in event sheet adds a bit of context switching, and if your nodes for some reason dont share a common interface you could end up with a spaghetti of event.

    if there is a vote for much needed feature in flow charts... I vote for that one!

  • would it be possible to have links back to previous nodes? also will nodes only be able to have one input?

  • Use @import url(). this works for me.

    CSS
    @import url("https://fonts.googleapis.com/css?family=Amatic+SC:400,700");
    body { font-family: 'Amatic SC', sans-serif; font-size: 2em; }

    I mean for custom imported font in the project.. without the need to host it?

    like we can do with Text Object?

  • Is there currently a way to get custom font url? to be able to define font-face css property for custom font? or is there an alternative method to use custom woff fonts in html elements? without having to host it on website ?

    { font-family: 'CustomFont'; src: url('customFont.woff2') format('woff2'), }

    the above does not work because the font url is dynamically created with a guid

    ie...

    blob:https://preview.construct.net/0e0d0154-992b-4ecc-8c04-bb49162d852b

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  • Currently we create css files which automatically get applied (using purpose setting) is there a way to preview these changes in the editor? currently it seems it only gets applied during runtime?

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piranha305

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