WackyToaster's Recent Forum Activity

  • You do not have permission to view this post

  • You need to add this to the invoke download action. Also a framerate of 0 will simply default to the browsers framerate.

    EDIT: Well image doesn´t show up. instead of downloading just GameRecorder you need to use GameRecorder.RecordingURL

  • I was in a similar spot and I found a really good solution. You can run newer mac versions on an unsupported mac with this tool and it works perfectly fine. Also it's not complicated to use, it's pretty much an installer. I have it running on a 2009 macbook pro (yes, over 10 years old!) Well it is a bit slow overall but other than that it does its job and lets me run xcode and publish too ofc.

    dosdude1.com/catalina

    I think older versions of xcode stop getting supported by apple and it will tell you when you attemt to upload. I don't remember what version I was on though when I got the message. Either way this should solve the problem.

  • Just guessing now but I also personally never use savegames. I always end up using localstorage.

    (Correct me if I'm wrong) The thing with savegames are that they save absolutely everything. It's a complete snapshot of the current game state, like a savestate in an emulator. This can work but sometimes you don't want that. I'd argue that you almost never want that.

    Lets say I have a game where I collect coins. When I die the game over screen shows and that's when I want to save them. But if I make a savestate there I will always load into the game over screen instead of ending up in the menu screen. Not to mention that you actually need to save a single number and you save an entire snapshot unless you manually exclude every single sprite/object. Also iirc you can't save variable A but not B so when you load, both A and B will be loaded but you don't want to load B because it's not something you want saved. Something you can work around... but you'll have to work around

    It's a bit of an all or nothing solution and lacks some granularity imo. Sure will work in some cases, but I also get reminded about all the times I tried to savescum in a game and made a savestate that loaded me right into the deathpit :P

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Congrats dude, way to go! (Unlike other people... like myself :V)

  • Then you'll have to manually store what coins were taken and destroy them on start of layout. You could save the X and Y of the coin when it's taken in an array with array.push that you then save to local storage with array.asjson

    When the game is loaded you load the data back into the array and loop through the stored coordinates with pick nearest coin > destroy

  • I wonder what possibilities this would open up so... curious.

  • Just posting this as an update if anyone with similar issues finds this thread.

    Ads are now serving even with this setting enabled, took about 2 weeks overall but didn´t require that many users. So the key seems to be just... waiting. Kinda annoying but ok. Also include a fallback in case no ads are served!

  • Yeah, that's basically it.

  • What I mean is that you do not set a specific object, like "Sprite2 on touched" but rather "this on touched" (kinda like in js). If you do it with Sprite2, copying between projects gets annoying. You can´t just copypaste because Sprite2 doesn´t exist, so you create it and then you wanna replace the object with a different one (say a Tiled background) and you can´t use the build-in replace object because it doesn´t allow replacing different types. So you might aswell recreate it from scratch anyway.

    By referencing the object as "this" it would be a generalized event that can be copypasted between projects and reused for different objects without much hassle. And as mentioned, it would be another step in the "plugin via events" direction.

  • What about how I described it earlier though? I also don´t like the idea of adjusting events on a per-instance basis. I pretty much want it to be exactly like a behavior, except via events.

    Also I just noticed my earlier post ceased to exist :V luckily chunchun quoted it so here it is again:

    Like behaviors I see it as a mostly self-contained thing that could be used (and especially reused) in a generalized way.

    Lets just say you need an object to move in a specific way, for example have it constantly circle around the viewport edges. The eventsheet would allow you to add properties (e.g. speed) that then are exposed in the object properties. "Global variables" could be exposed in the form of expressions so you can read e.g. how many times the object circled around the viewport.

    Further the idea would be that you can´t specify an object inside the event sheet, and the events always automatically reference the instance. This means you can plop it on any object without having to change anything in the code and have it work (including across projects), assuming you don´t access conditions/actions that aren´t available. You can´t "set text to" on a Sprite afterall.

    This would also make it easily shareable. Kinda like the plugin database, there could/should be a place to share that kind of eventsheets. Maybe, don´t call it eventsheets just to avoid confusion.

    That´s roughly the idea I had in mind, I hope it makes sense.

  • I'd say this looks fine. You could try disabling the timescale, maybe that messes with something. You could also check if it actually is triggered only once, there are some cases where you can still manage trigger it every tick. And you could try adding dt to the force you apply to the player (self.force+4)*dt though I feel like that shouldn't be the issue if it's actually only triggered once, but who knows.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs