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  • I've written little scripts for similar purposes before. I used FART (yes it's called FART) sourceforge.net/projects/fart-it

    You can then write a batch script that does the job for you like:

    fart.exe ".folder\index.html" "<html>" "<html lang=\"en\">

    All you have to do in the end is put the exported projects in the right folder and doubleclick the batch file. Since it's just a search and replace you might have to get creative with picking the places you need to edit. It should be doable though.

  • The blog post The surprising difficulty of resizing images on spritesheet covers this in detail. In short, change the 'Downscaling quality' project property to 'High'.

    I've tried this and it does help, but not 100%. It's particularely noticeable with spritefonts. Probably because they can easily end up being used in a variety of sizes. I have the best results with Downscaling quality High + Sampling set to Bilinear. Sampling on Nearest works best but it looks ugly :)

  • Subscribe to Construct videos now

    Well, I'm closing in on actually releasing an actual game (not just a silly mobile game) There are still a couple of levels to be made but that's it. This is still gonna take longer than I'd like but the goal is in sight. Feels good. (Now also on itch)

    store.steampowered.com/app/1607720/Rimebeard

    Edit: wackytoaster.itch.io/rimebeard

    Would be cool if you drop it a wishlist, it helps with the steam algorithm I'm told. Really old people (like me) might recognize the game this is based on.

    Cheers

    Screenshot because this is a screenshot thread

  • just curious why you'd ever want your game to go above 60fps

    I have a 240hz montior. Sadly not because my PC is strong enough to support it (unless the games are older) but simply because my old one died and this one was on sale :V My Laptop also has 144hz. Construct games run tied to the monitors refresh rate, so as long as the PC can handle it the game WILL go above 60fps naturally. I'd be quite sad if a game doesn't reach 144hz on my 144hz monitor, especially if it isn't 3D maxed-out eye-candy.

    To be fair, my own game also runs at around "only" ~150fps though considering the 2D nature it probably should be more. I just noticed... it does run at 240 in the preview but not in the export. Hmm...

    In any case, the faster the game runs the better. If it hits 240fps on your machine it might just hit 60 on an older one. But if it already is chugging along at 60 on yours, the older one might hit 10 fps and it's unplayable.

  • editor.construct.net

    Then start building. Set a (small) goal of something you wanna make. Make prototypes. When you get stuck --> Check the documentation (https://www.construct.net/en/make-games/manuals/construct-3), check the Forum, try a google search, ask (forum/discord)

    That's how I did it, but admittedly it involves a lot of banging your head against walls sometimes but I feel like you'll encounter that no matter what.

  • Yes I can confirm, it's solved now.

  • Jup I get it too. I don't wanna delete my cache and reinstall all the addons. Guess I'll roll with r264 for the time being.

  • Actually you can rather easily roll back :)

    construct.net/en/tutorials/open-project-saved-newer-2203

  • I've learned that lerp with dt is technically NOT framerate independent. Just so you know.

    construct.net/en/blogs/ashleys-blog-2/using-lerp-delta-time-924

  • Have you checked the Race track example ?

    It actually does pack such a ranking system with checkpoints.

    You need to push these much more, nobody thinks about checking these for some reason :D Maybe if someone makes a thread and mentions a XYZ game hint that there is an example project to check out (like you do with similar threads)

    I just took a quick glance at it but it seems to be similar to what I described. Cool!

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  • With an array perhaps?

  • How about additionally checking the distance between the previous and the next checkpoint?

    distance(player.X,player.Y,prevCheckpoint.X,prevCheckpoint.Y) / distance(prevCheckpoint.X,prevCheckpoint.Y,nextCheckpoint.X,nextCheckpoint.Y)

    This gives a value between 0 and 1 as how far the player is between the checkpoints, e.g. 0.78 (= 78%)

    You add the number you already have that gives +1 per checkpoint and add to this the number between the checkpoints. The player with the higher number is further along the track. Like player X has checkpoint 2 and is 55% along the track = 2.55 and player Y has checkpoint 2 and is 54% along the track = 2.54.

    EDIT: You probably want quite a bunch of checkpoints for this to work properly, especially when there are many curves involved. Here is a checkpoint map from mario kart for reference.

    EDIT2: You probably need to check for shortest distance rather than distance to the origin point especially at the finish line where it really matters to be exact... Not 100% sure how that works but I guess the player that passes it first wins should do the trick aswell.

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WackyToaster

Member since 18 Feb, 2014

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