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  • Gave it a quick try too. Works pretty good, performance is nice, filesize is nice, I hope it will support greenworks in the future :)

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  • I guess one of the best examples for porting HTML5 to date is something like crosscode. Here´s 1 1/2 hours of a dev talking about the process.

    youtube.com/watch

  • You can use this set of system actions.

    .

  • Good to know! If I keep up the pace I might have some work for you in a couple of months :)

  • Yeah there´s probably a handful of people who´d be interested in it and that interest doesn´t necessarily end up in actually releasing a game. I just tried exporting with it out of curiosity and got an error, who knows how long it´s been there and nobody ever noticed. Also I don´t really care :V

    I think the main console I´d ever be interested in is the Switch simply because it seems like a perfect fit for 2D games, but considering Nintendo used to support HTML5 for the WiiU and then dropped the support for the Switch, it´s very unlikely to happen. Same for Microsoft as you mentioned, once it´s gone it´s probably not coming back.

    Otherwise I´m fine with the export options especially since you don´t charge extra for them. (And yet you have people whine about how expensive C3 is)

    EDIT: ratalaika I´ve always wondered what a port costs at minimum. Like, I´m interested but I wonder if it´s worth it in terms of ROI.

  • I think it´s sad that it requires complicated porting in the first place, rather than a modern console simply supporting HTML5 with perhaps some sort of wrapper.

    I think the console makers are also fine with high barriers to entry: they want to make sure only high-quality content that can jump the hurdles gets on to their stores.

    Ehm, I´m not so sure if console makers got that message. There´s quite a ton of low quality stuff on the stores, like this absolute gem of a PS4 game.

    youtube.com/watch

  • Hard to say based on your description. Maybe the boolean causes the tween to continously trigger instead of triggering it just once? That could explain this behavior.

  • rgbEx just defines the three color channels Red, Green and Blue and the code you use just mixes in random amounts of color (in a weird way I may add)

    I´d go ahead and use fixed values like rgbEx(50,20,5) and find colors you like, then you can add code to add some variance like rgbEx(50+random(0,10), 20+random(-5,5), 5)

    100 means full color, 50 means 50% color, 0 means no color at all.

  • I´ve send you the fixed file in the email.

    This is likely the issue that caused it to get corrupted in the first place btw. So in the meantime, don´t delete subfolders with files in use until this is fixed!

    github.com/Scirra/Construct-bugs/issues/4580

  • EDIT: removed email just so crawlers don´t spam me :)

  • Weird, when typing Sprite(0).AnimationFrame the autocomplete fails. It doesn´t recognize Sprite(0) as a Sprite. The code works though.

  • It looks like the project file got corrupted somehow. Had something similar happen to me recently, you can directly edit the files and attempt to fix it. Or get me a download link and I can try it (as I said, the one you posted won´t let me download)

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WackyToaster

Member since 18 Feb, 2014

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