AmogusJS's Forum Posts

  • Still many miss the ethical point

    I'm not a fricking philosopher I'm here to make web games and farm moola from kids playing them

    Vibecoding go brrrrr and u go back to your english major classes or something

  • I think an official Construct MCP server (that essentially allows existing AI agents, such as Claude Code, GitHub Copilot, Gemini-CLI, etc., to interact with the Construct editor) would be a great way to provide the "foundation" for folks to develop Skills and feed examples into it.

    Agents and skills are the most overhyped AI features. They practically do nothing other than producing tech debt while you're away from computer.

  • Happy birthday. That's some great music.

  • At this point, it's like a small tradition for me to check out the timeline feature like once a year just to see how far can I go without it crashing, corrupting the project, blowing up my computer and then violently dragging me by the hair and rapidly kicking me in the gut while I'm screaming for help.

  • GDevelop supporting AI features is a fantastic reason not to work with them.

    You might personally dislike it for all the right reasons, but AI appeals to the same market no-code tools do - people looking for an easy solution when making a game, without learning any hard programming stuff.

    I'm not saying Construct should get as much AI slop integration as possible (in fact it would just make everything worse), but the market niche it fills might not be there in the future as LLMs improve and people decide to go directly for vibecoding their game instead of bothering with event sheets. (even if the final product quality is much lower)

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  • This sounds really rough. Did your game have NSFW content? Maybe it's related to the recent crackdown on adult games by the payment processors.

  • i'd say you should ask for a discount on the grounds of being construct asset store first customer

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  • I guess that would be an action like "Randomize pitch", then set the range like 0.6 to 1.4?

    Though that's exactly what "Set Playback Rate" does and it's only 1 action, too. Can throw in random(0.6, 1.4), or if only specific pitches, choose(0.6, 0.8, 1, 1.2).

    AFAIK pitch alone doesn't change the sound speed, at least it didn't when I checked in Audacity. Probably it's the same for other audio editors. Javascript audio doesn't let you change pitch however, only the playback rate, so i doubt it's possible in construct.

  • Interstingly, when you save your project as a folder, timelines are actually exported as separate json files stored in the 'Timeline' subfolder. Sadly there's no way to load/save timelines in runtime without hacking into it and that's extremely not recommended.

  • I haven't used Animate much but IIRC it's a bug that gives you a broken video if the export length is longer than the time anything actually happens on screen.

    So, if you export a 3 second long video of a 2 second long tween animation without nothing else there wouldn't be a way to upload it without re-rendering in other video editing app.

    Wish you all the best things 💋

  • construct.net/en/forum/construct-3/how-do-i-8/find-steam-cloud-construct-175939

    To be more specific, enable Steam Auto-Cloud and then configure it the way shown in this post.

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  • Which of these is the preferred method to automatically detect language in a Steam game?

    • Browser.Language: The browser's current language setting.
    • Steam API GameLanguage: The language set specifically for the game.
    • Steam API UILanguage: The language set for the Steam UI.

    You can also upload a specific build for every language into a separate depot and Steam will handle this for you.

    It's also possible to make one main depot for the base game and then upload the language specific files into their own depot for each language.

  • hello constructers

    what should i go with if i'm making a game with a lot of text using animated bbcodes and all that gimmicky stuff? the text updates regularly and is always displayed on screen.

    SPRITEFONT OBJECT:

    - need a separate font and configuration for each language

    - better performance (?)

    TEXT OBJECT:

    - easy to make translations

    does it make sense to use spritefont for the sake of better performance, or in the long run it wouldn't matter in a large project?

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