oosyrag's Forum Posts

  • Multiply your sizes using the CSS variable --construct-scale.

    construct.net/en/make-games/manuals/construct-3/project-primitives/files

  • The text object is probably your best bet for for the asian languages.

    Regarding performance impact, basically it's not as good, but should be negligible unless you're doing something crazy. Try to avoid updating many different font objects every tick (such as displaying the contents of a big array in real time). Update only when necessary (such as when a value actually changes), and use less instances of text objects at a time wherever possible.

    If your game isn't text heavy, it's not unheard of to simply bake the text into your ui sprites, for limited multi-language support, for better control over the look and feel of your game. You can also use a combination of these techniques if you want, between dedicated sprites and text objects.

  • The ability for the software to do so is there in regards to multiplayer capability, with certain limitations regarding peer to peer design versus dedicated server design, which can be overcome with third party tools and plugins.

    The bigger factor is the author's ability to see the project through.

    As for your specific examples such as Minecraft and Terraria, which are chunk based infinite or otherwise large scale designs with active/inactive areas - C3 does not particularly have any tools to help you manage those types of systems, making it significantly more difficult to create than others.

    Regarding "something online", yeah that's well within the reasonable scope.

  • a. Make a 5 second long animation that doesn't loop. Check animation frame for death.

    b. Use a timer behavior set for 5 seconds. Set your desired effect for red or the opacity of a second red sprite based on Timer.NormalizedProgress(). On timer, kill player. Or set a instance variable that kills the player.

  • Did you manually fiddle with the file at all? I don't know if this is relevant to your particular problem, but it's often not recommended to work with text files using something like Notepad, because sometimes it can insert and save some hidden/nonstandard characters such as line breaks and certain types of spaces that are undesirable. This doesn't have anything to do with Construct in particular (or again maybe not related to your problem at all). Notepad++ or VSC is usually better.

  • The type for text input is for the purpose of determining the layout of the soft keyboard that opens by default iirc.

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  • Sure sounds like you did something that made them want to not even bother dealing with you again.

    Try a new account.

  • Haven't construct variables been typed since the beginning of time?

  • You would still be left with the potentially ambiguous meaning of "filter". (Which alone can imply both letting certain things through or block things from passing, of which include and exclude can then apply and flip the meaning of both possibilities.)

  • "Collide with tagged objects", "Ignore tagged objects"

  • Functions have been migrated from a plugin to being built in to event sheets. They have the same or more functionality than the old plugin functions, but old example projects may not have been updated.

    To use the new construct 3 built in functions, refer to the manual. construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

  • Regarding the timing, you need a way to keep track of each tween and determine which one is the last one, before changing the state of your game (by global variable, or group enabling as you're doing).

    Personally, I'd probably use (and recommend) a queue array. I would push all my tweens to a single array. As each one finishes, delete the 0th index (the one that just played), and start the next tween based on whatever is newly at the front of the line, until there are no more. All the information needed for each tween should be contained in whatever information you decide to push to the back of that array, and you wouldn't need to differentiate between types of array. They would all just go one after another until there are none left.

    Example relevant data might include what to push (UID), duration of the tween, and the target. For a pause, perhaps you could add a tween of anything for the duration you want, that doesn't actually move anything, just to keep the flow of the same system.

  • If you want a more efficient save, you'll need to consider and define only what you absolutely need to save, and do so manually. If it's still taking too long, you might consider changing the format and contents of the data you're saving to something smaller or more simple. Depends on your game really.

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