WackyToaster's Recent Forum Activity

  • Oh that's probably just because I'm on the latest beta version. It will come to the stable version eventually, you don't really have to worry about it. It just means that the wait action takes the timescale of the project into account when waiting. Timescale of 2 would mean everything in the game runs twice as fast, so a wait of 1 second would instead be 0.5 seconds long. It's simply an option to say you don't want timescale to change the duration of the wait.

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  • Custom actions have some advanced uses (overrides), other than that the difference isn't really that big. I mainly like how custom actions help with organisation. The action to roll the dice is now available on the dice object itself, rather than shoved into the function object.

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/custom-actions

  • You have to replace your mouse conditions with the corresponding touch conditions. Mouse only covers mouse inputs. Touch covers touch AND mouse inputs (if you check that checkbox). So instead of "left button is down + is over button5" you can just use "is touching object" and it will also work with mouse.

  • Yes, using wait can be tricky and you have to be a little bit careful, but it's fine depending on the case. You're using the timer wrong, the timer doesn't behave like a wait. You're just starting a timer on the dice, that's why this is happening in an instant. I personally wouldn't bother with a timer in this case actually.

    wackytoaster.at/parachute/10dicerolls.c3p

  • Your example is just working here and there for me too.

    Ball1.Physics.ContactCount>0

    That works consistently for me, this is 100% the way to go. I suggest you can call a raycast here towards ContactX/Y (+ some extra distance otherwise the raycast may be too short) if you need to know what exactly was hit since you can get the UID of the hit object like that.

  • You're in luck, that's a feature of bbcode!

    [icon=0] or [icon=tag] - insert an icon to the text. The icons are taken from the animation frames of a Sprite object set in the Icon set property. The icon can be referred to by its zero-based frame index, or by the Tag property of the animation frame.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/text

  • Wow, really cool project!

  • Call me silly but I don't fully trust "Wait for previous actions to complete" I almost always use the trigger conditions. Feels more robust to me, can't explain it. There were some bugs with "wait for previous" when it was introduced iirc, maybe that's why. It does come in handy in some cases though.

  • I had this exact issue except not on Steam Deck. In my case the setting for "Steam input" was incorrect. I set it to use "Steam input" and for some reason this made the xbox controller not work/be detected properly.

    You can also quickly test and disable this in the steam library: right-clicking the game in the library -> properties -> controller

    If it's enabled there you can try disabling it. If that fixes it as it did for me, you have to change the settings for steam input in the backend.

  • If you wanna be a little bit silly, javascript + eval()

  • You are opening the console for the construct editor instead of the preview window.

  • Asynchronous functions simply have the benefit of being able to use "wait for previous actions to complete" so you can do a bunch of stuff inside that function like tweens and wait for all of them complete before you do the next thing.

    A heavy function like that in Construct will simply attempt to run inside a single tick, that's why there's a freeze. You might have to split this up to avoid the freezing, like adding 1000000 per tick over the course of 100 ticks. Which takes a little over 1.5 seconds to complete at 60 fps. I don't think there's a construct build-in way to do this.

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WackyToaster

Member since 18 Feb, 2014

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