WackyToaster's Recent Forum Activity

  • It's probably technically possible. If I were to attempt it, I'd probably... maybe... ditch the build in multiplayer plugin? I don't exactly have a lot of experience with it. Thing is that plugin is a little bit stuck in a catch-22.

    Very few users actually use the Plugin -> So it's not worth investing tons time into it (from Scirras perspective) -> This leaves the plugin in a sub-optimal state -> because of that very few users actually use the Plugin -> ...

    In all fairness, even if it was working amazingly, still very few people probably would use it, let alone for an MMO.

    What I totally see possible though is a very limited type of MMO, where the interaction between users mostly boils down to changing a few variables (e.g. I've send you 1000 gold) rather than syncing gameplay. Like IdleON (an idle-mmorpg)

    Another one would be something like agar.io, though I'm streching the defenition of "mmo" here. This does sync gameplay, but the gameplay is very basic so that should be feasible.

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  • Not sure about the voice, but the recorder cannot capture Iframes or other html elements.

  • Your best bet is probably Ashleys little sideproject. He talks about and solves your exact issue in this blog post: construct.net/en/blogs/ashleys-blog-2/rts-devlog-extreme-pathfinding-1608

    With the code for the project being available here, I think it's specifically inside the gameServer.js: github.com/AshleyScirra/CommandAndConstruct

    Only caveat is that Ashley uses almost exclusively javascript so unless you're fit in javascript this is not gonna be easy to extract. But perhaps you can get the concept outlined in the blogpost working with events too.

  • That's kind of expected. But on the other hand, if I were in just for the money I'd stop using Construct and start a dropshipping company. Also, there are other ways to make money apart from directly monetizing youtube.

  • I second subclassing. I've used that before and if you're fit in js, this is absolutely something you want to do! It's really, really good!

    Maybe that's something to highlight, because I'd argue it's one of the best "advanced" features in Construct but at the same time it seems mostly unknown or overlooked.

  • I thought about making some kind of tutorials or something too. I do way more prototyping/tinkering than actual game making :V and I think that would fit into teaching some stuff sort of... but yeah... it takes plenty of effort/time to make it good and I wouldn't want to bother with it if the result is bad. I also don't exactly have a ton of experience with video editing either, so that would be something on top I'd have to learn at least a little bit.

    Maybe I should just bite the bullet and see what happens... worst case I wasted some time I guess.

  • I kind of agree that the scenarios described are kind of a nightmare to do with events... which is why I use javascript for that stuff. I'm not sure how that could even be reasonably implemented via eventsheets without being cumbersome.

    And I don't think it needs to be implemented via eventsheet. If you're a beginner, you're probably not gonna go ahead and attempt to create complex systems like that. If you are not a beginner, time to step it up and jump into javascript.

  • Yeah I 100% agree. Couple of years ago I had no idea about javascript. I got a job where I incidentally picked up some javascript, which fed back into me writing some plugins for Construct, which then also fed back into me being able to get better at my job.

    This would not have been as easy with Godot/gdscript since that only works with Godot. Sure, I would have picked up on general programming stuff either way, but I'd not have been able to directly apply everything.

  • What brought me to Construct was it's simplicity. I started out with RPG maker, but I also wanted to make non-RPGs, so I went with Game Maker for some time, but Game Maker never really clicked for me. Eventually I started searching around, iirc for things like "2D game engine" etc. Construct popped up and it was clear really quickly that "this is it". Basically this video on the homepage sums up what exactly hooked me: Logic that my smooth brain could understand. construct-static.com/videos/v1155/construct3/simple-event.mp4

    I also gave Unity a try a while ago, didn't like it. I also tried Godot here and there, didn't like it either. Construct just hit's a spot other engines don't hit ¯\_(ツ)_/¯

    Also people calling Construct "for kids" is silly, that's like saying pencils are for kids and "real artists" use wacom tablets. I don't mind a small community as long as this is enough for Construct to be developed further, but I can see that a big community has its benefits.

    As for Godot, it's really a scarily good competition I'd be "worried" about. Entirely free, powerful, light-weight, open-source and apparently get's money for further development thrown at it for free because unity CEOs are deranged. What Construct needs to find is what sets it apart from Godot and what justifies the price tag.

    I'm perfectly comfortable in my nieche of making no money with construct, I don't wanna leave that comfort zone and learn a new engine just to make no money with a different tool. :)

  • Doesn't this unfortunately prevent the game from running in Worker Mode? Which means that you'll lose performance/smoothness by doing it.

    Hmm yeah I think that's the case. You can also edit the exported index.html though like so, which should keep the worker mode enabled I think.

    But I there should be an in-engine way to handle this. A "prevent default" plugin or something, because it's one of those topics that comes up over and over again.

    BTW, this code should disable all keyboard inputs, iirc including alt+F4, F12 and such.

    document.addEventListener('keydown', function(event) {
     	event.preventDefault();
    	});
  • I'm not sure, how exactly are you positioning it? I noticed it can be kinda reluctant to leave the screen as long as even a pixel of it is still on screen. Can you try setting it to x = -5000 and see what happens.

  • Put this into the runOnStartup function in main.js

    document.addEventListener('keydown', function(event) {
     		if (event.key === 'F5') {
     		event.preventDefault();
     		}
    	});
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WackyToaster

Member since 18 Feb, 2014

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