WackyToaster's Recent Forum Activity

  • Put this into the runOnStartup function in main.js

    document.addEventListener('keydown', function(event) {
     		if (event.key === 'F5') {
     		event.preventDefault();
     		}
    	});
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  • Here's an example I quickly cooked up. The only thing it does not handle is that theoretically you can collect so many items so quickly that the notifications go off-screen. Otherwise old notifications get removed and open up a "slot" again.

    wackytoaster.at/parachute/notifications.c3p

  • That solution changing the bottom of the collision polygon does work, but I remember encountering some weird glitches if I did that, so I'm not sure if I'd recommend it.

    IIrc construct has a build in (hardcoded) threshhold of how far up a sprite can go instead of getting stuck. But a quick test gave me inconsistent results. Sometimes I'd get stuck at 2px already, sometimes I got stuck at 5px. Not sure what to make of that.

    Anyway, perhaps you can design your game to not have such singular pixel differences?

  • Probably, most likely no. Unless you are prepared to nuke your bank account. You can buy pictures here for some nice sums:

    gettyimages.at/fotos/messi-posed

    Which have additional restrictions applied in how you can use them. As in, not commercially (e.g. don't plan on making money) etc. Unless you get specific permission (seems like you can do that on getty images) which, I'd assume, costs ungodly amounts of cash.

    You could, maybe, meet Messi personally, snap a picture and ask him directly if you can use it in your game. Good luck :)

  • I made something like that before, you can download it here, maybe it helps:

    wackytoaster.at/parachute/ragdollWalker.c3p

  • Yeah there's no way around it. For me it's important to think about if it matters for your game. If it's a simple singleplayer experience, who cares if someone cheats. But if the game has stuff like monetization etc. you probably wanna have a server for it, but even then you could just shrug off the (small-ish) percentage of people who cheat instead of watching your rewarded video ads. Some simple obfuscation will snuff out most script kiddies anyway, if your game is popular you're probably not gonna starve because of a handful of cheaters. It just gets really iffy if you have multiplayer/competetive aspects to your game, you gotta be on top of that.

  • Yeah I personally don't like the build-in save system either for various reasons.

    You can however handle the saving via local storage instead, which does allow you to delete keys. Look at the "SaveStateJSON" expression.

  • The only downside I found so far is that I used to use this logic to detect the player bonking the head (e.g. mario style on a block). Though theoretically this could falsely trigger at the peak of a jump it never caused any issues.

    if(vectorY === 0 && !onFloor)
    

    With the old version the player would have vectorY set to 0 for a frame when bonking so this would work consistently every time, but with the new version it's not the case as the player never has vectorY at 0. Guess I'll have to find a new way to detect bonking. :)

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  • I opened the suggestion (again since it vanished the first time round :V)

    construct23.ideas.aha.io/ideas/C23-I-250

  • construct23.ideas.aha.io/ideas/C23-I-248

    Ashley I'm not 100% sure where to post this so I post it here and in the suggestion platform, but I hope those additions can be considered for the upcoming beta-cycle.

    • Sprite(and other applicable) > Set collision enabled (collisions general)
    • LOS > Add obstacle
    • Sprite(and other applicable) > sprite.templateName
    • Custom Movement behavior > everything (I specifically want the "push out solid" thing)
  • Don't worry about it, it is right.

    You see, mouseenter is an event that is triggered when the mouse first enters an object. How do you know if the mouse just entered an object? It has to "not" be on the object before, and then once it is over the object, the trigger is fired. How do you check if the mouse is (not) over the object? You ask, every tick, "Is mouse over object". So while yes, the mouseenter event is only fired once, it still has to evaluate the mouse position every tick to check if it is or isn't over the object.

    It's similar to constructs "On collision" which is a trigger condition, but you only can know that two objects collide if you check for it every tick. So "On collision" will actually still require collision checks every tick, but the trigger is only called once.

    Unless you are talking thousands of buttons you need to check every tick, this will not be an issue even on mobiles.

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WackyToaster

Member since 18 Feb, 2014

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