WackyToaster's Recent Forum Activity

  • I removed any text objects found inside the example and could still reproduce, this ain't it unfortunatly.

    Hmm, weird. This totally fixed it for me. Here is the comparison, it still does indeed jank twice for some reason (it still says GC actually) but then it runs buttery smooth.

  • Here is a quick example I came up with for the time being. (Download Example: Link)

    How to reproduce:

    1. Open In C3
    2. Run preview or export+upload as HTML5 (optionally enable fullscreen using F11 key)
    3. Enable "Spawn Auto" mode
    4. Notice occasional jank caused by GC

    (Edit: No clue why half my post was missing but ok.)

    This is interesting. I tried your example and... it´s not janking. The autorunner on the other hand is janking almost like a clockwork. This got me thinking... where is the difference? First I nuked the entire event sheet of the autorunner, the jank was gone. After un-nuking it and more carefully killing off event after event I was left with a single event, with a single action.

    (Duh, why can´t I add more than one image to a post :V)

    Anyway, after replacing the regular text object with a spritefont, the jank is entirely gone (apart from two janks right at the beginning) Could that be it?

  • Awesome to see a bunch of plugins ported! Tried two plugins in the current beta release but...

    Rex Comment: Simply crashes on preview

    Layout transition: Is weirdly offset unless in fullscreen. Not sure if this is a quirk of the plugin or an oversight from porting

  • Do you have some tips for server based tasks? I have already checked out firebase from google, is this a good idea?

    Firebase is an option but I personally never used it.

    Also what would be the best solution for a dynamic background?

    Probably a static background image with a couple of sprites on top. Depends a lot on what exactly you intend to do.

  • - A Countdown after starting a Quest in order to complete a Quest and get rewards

    Yes, keep in mind that you either need a server for this or accept that people will be able to cheat. Shakes and Fidget defenitely also uses a server.

    - A ranking for Players

    Yes, also needs some sort of server/database

    - Animations in fights

    Absolutely

    - Animated Gifs as a Background

    Not sure if this is the best way to do it, but generally that works

    If you are new to Construct and/or gamedev in general keep in mind that this isn´t exactly a beginner level task but if you are up for the challenge go for it.

  • Yes no maybe. If it´s not commercial then I guess it´s a maybe.

  • Like this. You should really read the documentation if you are new and look for basic stuff.

    construct.net/make-games/manuals/construct-3

  • I mean is right here but I´ll just go ahead and give you a pointer in the right direction. Actually you sort of already know what to do.

    Basically the only way I can think of is using the pin behavior, which really isn't suitable for this, as it doesn't change scale relative to the object it is pinned to.

    The pin behavior roughly translates to "every tick set position/angle to other object" so with scale you just need to do the same thing. Obviously you have to find a bit of a formula to get the buttons into the right size but generally it´s really easy to do.

  • I just noticed that too. I usually am always online but right now I´m on the train and sadly there is no proper net and construct is not working offline. Even if I manage to get it started it won´t cache and shortly after will cease to preview projects when I lose the net again. It appears to be broken in the stable release since it works for me in the newest Beta.

  • Any ETA on the uploads? I want to update my plugin :V

  • Tilemaps don't have "layers" so you can't have two different tiles on the same position, you have to use a second tilemap (basically another layer) I mean you can also create tile variations for the overlaps but that will get out of hand quickly so don't do it unless you absolutely must have only one tilemap.

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  • var myinstance = this._inst.GetWorldInfo();

    myinstance.SetX(0);

    myinstance.SetBboxChanged();

    should do it. this._inst already references the instance so you don´t need to use GetInstance() again.

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WackyToaster

Member since 18 Feb, 2014

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