igortyhon's Forum Posts

  • this was the only reason I made a dark theme for myself and later I uploaded it for public too.

    Note: If you use JavaScript then don't use my theme, I didn't worked on scripting part.

    ThemeDark

    Thanks, buddy, for your theme and for updating it to the latest version. So far, it's the only dark theme that looks good on my Linux system.

    (Version 2.6.7 Released 19 Mar, 2026)

  • ...

    I removed all .ogg audio files and kept only .m4a (since iOS doesn’t support .ogg properly).

    ...

    Hi, why did you start using these compression formats? (.ogg/.m4a)

    I import audio into Construct 3 and get the *.webm format, then I just compile it using Xcode and everything works.

    Also, it's best to keep sounds and music in the “Sounds”

    and “Music” folders.

    Also, I added an ATT request when the game launches, but that’s for analytics and advertising; there were no issues with the music or sounds.

  • Igortyhon, how to upload a game to steam? A comment from Ashley states that the SDK isn't needed anymore from steam, just using the steamworks addon will do it, but how?

    I replied about the API because I understand how this type of data exchange works. I publish games for the web and mobile platforms.

    There are guys on the forum who develop and release games on Steam; you can find them in the threads where they promote their demos.

  • All it takes is a few clicks, and you won't need to change anything in the events.

    Move all the sound files to the root of the “Sound” folder.

  • You can rotate the scene 180 degrees using events.

  • If there isn't a specific plugin for this, you can use the web API, they have documentation for it.

    I don't really like using third-party plugins, so I use the web API for almost all services.

    You send requests and then parse the response.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • ...I have been reading all on the steam website.... do I have to use DLC?

    Phill

    There's an option to make in-game purchases.

    partner.steamgames.com/doc/features/microtransactions

    Purchases are purchases, but DLC is something else.

    I hope there's a special punishment in hell for those who add microtransactions to Steam games.

  • But I don't know what you're looking for in a game; maybe you just need some kind of bodybuilding clicker.

    Here's a simple example where you move your arms and the muscles contract.

    github.com/igortyhon/Construct3-Simple-Examples/blob/main/Muscle_r476-3.c3p

  • In game development, they do the opposite. Joint positions are calculated using inverse kinematics methods; you can simply ask the AI for the formulas and then plug them into Construct 3 to calculate the position and angle.

    And when you rotate a bone using this method, you then update the muscle’s position, length, and thickness.

    In other words, it’s not the muscle moving the bone, but the muscle adjusting to the bone’s position. But to the player, it will look natural.

  • I'm gonna bump this topic since nobody has replied yet, does anybody have an answer, or does anyone need other bits of code from my project?

    It's better to attach a *.c3p file than your screenshots.

    Screenshots are great for explaining simple things, but it's easier to find bugs when there's something to run.

  • Hi.

    I’ve read your post here and on GitHub, but I don’t understand how your suggestion differs from the rotation feature already available in Construct 3.

    We can retrieve the rotation angle around the axes and set a new angle in events.

    But we still can’t rotate a cube in 3D—that would be great. Maybe when they polish the 3D object, they'll even remove the old cube.

  • In your project settings, do you set vertical sync or a fixed 60 frames per second?

    Through experimentation, I’ve found that on some mobile devices—especially underpowered ones—vertical sync squeezes out maximum performance and tries to stay around 60 frames per second, but if you fixe it to 60, the result is worse and there’s even stuttering.

    That’s why I only enable the fixed mode for powerful devices with a high screen refresh rate of over 60 frames per second.

    Here’s a code snippet containing the settings and a workaround to solve this. These settings have been tested on a large number of devices and are currently optimal for me.

  • ...

    igortyhon You are a genius! Very creative to use arrays. I love it when you reply to my questions, because you'll have a creative solution and an explanation of how it works. I don't know why you, R0J0hound, and others hang around these for forums to help noobs like me, but I'm very grateful. Thank you!

    Btw, do you have a YouTube channel where you walk viewers through your thought process?

    When I'm making a game and start by designing mechanics and testing prototypes, it's fun. But then I have to add content, and that can get boring- that's when I get distracted by drawing or the forum.

    People sometimes ask questions there that are interesting to answer.

    I agree with you- this guy R0J0hound gives really great mathematical answers. I’ve saved a lot of his formulas for myself!

    Thanks for your feedback.

    I’m not making video content right now.

  • Squibble

    That's a very interesting question.

    By using the same object for the shadow, we save a lot of space. But in doing so, we make our code a little more complicated.

    However, if we set up the shadow system once using functions, that allows us to reuse it in different parts of the game later on.

    I do this kind of thing using an array because Construct 3 works with them very quickly and they have very low overhead.

    Plus, debugging is very simple and straightforward, as shown in the screenshot.

    Here’s a simple example.

    fex.net/uk/s/0tmc2pt

  • Hi.

    You've raised two issues here.

    -- First, to avoid those stripes along the edge of the sprite, always leave a few empty pixels at the edge of the sprite—I've highlighted this in green in the screenshot. And the more your sprite can be scaled, the more pixels you need to leave.

    For example, I make games for different screens and resolutions, so I export an image that’s 250x250 and then place it in a 256x256 sprite.

    -- Second, if you’re not using pixel art and you want it to look good, you almost always need to have small objects at a slightly larger original size.

    So your option number 3 will be the best choice, but you also need to be reasonable.

    In the screenshot, I’ve marked the scaling in orange; for my own games, I try to keep it around 80% for small objects—that way, the graphics aren’t too heavy, and on high-resolution screens, it doesn’t stand out too much.