otomecha's Forum Posts

  • Interesting. I believe we'll see some kind of official MCP server in the future.

    However, this seems heavily "vibe-coded" and quite problematic, as it modifies the project .json files directly without going through the editor (as described here).

    It appears to have started as a Read-only MCP, and now is branching into Editing/modifying projects (as seen by some commits fixing "breaking project" bugs).

    Besides not syncing with the editor, this can cause all sorts of issues and project corruption. The MCP will modify things in an unsupported way, without proper checks or using supported APIs. (For example, in-editor event sheets are type-safe. If you're directly editing a project's .json file, you are one keystroke away from corrupting your project)

    Before using this, make sure you're using git, since it's very likely that it will break/corrupt your project and you'll have to have some sort of rollback-and-retry process.

    (edit: I looked into the source code, and it doesn't look good. It even has its own image pipeline that mimics the behavior of the construct editor. This can silently corrupt your project and lead you down a path where you're unaware of what went wrong. Personally, I think a MCP/skills that interacts with the editor through the browser would be a better approach atm.)

    Personally, I just:

    • Asked my coding agent to read the docs and create my own "Read-only Construct Skill" to read my project.
    • Make projects mostly TypeScript-based. TypeScript is a very easy language for LLMs/agents to work with reliably without breaking the code. Construct's TypeScript support is phenomenal, as it provides all necessary type definitions.
    • Still handle "editor-centric" tasks myself, although you can let your agents use Playwright/Browser MCPs for some limited, repeatable tasks.

    thank you so much for taking a look at it! I will not test this so far after your comments... Hope there's an official one sooN!

  • Hello!

    Recently I stumbled upon with this MCP Integration for construct 3. lobehub.com/mcp/liauw-media-construct3-mcp

    I wonder if anybody tried it? Not sure if it's legit or working.

    Tagged:

  • Hello!

    I was trying to add an iframe component for the "new games" section so I can update it externally.

    I was trying to resize and position it by an event so it adapts to different devices (it's for android) but this was not working. Is it not supported in iframes?

  • First of all it's worth asking: is this really a problem? Modern devices all have loads of memory, and it doesn't look like your project is that image heavy. So long as the peak memory usage is reasonable, then optimizing it is actually a waste of time - you may as well spend your time on something more significant.

    So is your peak memory usage actually a problem? If so the first place to look is our guide on memory usage which includes general advice on optimizing it.

    If you really want to adjust Construct's spritesheets, there are two things you can do: the main one is to adjust the project advanced setting Max spritesheet size. Lower maximum spritesheet sizes will allow finer memory loading granularity which can result in lower peak memory usage, but at the expense of efficiency (reduced runtime performance and increased download size).

    The second thing is to make sure you've organized all your objects on to layouts appropriately. Construct has an algorithm that tries to group objects used together on the same layout on to the same spritesheet, in order to avoid situations like having one spritesheet with content from several different layouts that are never used together. If your project doesn't abide by that (e.g. by placing everything on the same layout) then Construct doesn't have any clues about how to group objects together and so that algorithm will prove ineffective.

    I'm skeptical that any feature to manually adjust spritesheets would really be useful in practice - with its current design, Construct frequently discards and regenerates spritesheets as you edit your project. So any manual changes would likely be quickly reverted. Even if there were other ways to permanently specify how spritesheets were arranged, as you continued to edit the rest of the project and Construct continued to automatically regenerate other content, I'd imagine it would be easy to accidentally end up with a set of spritesheets that are actually less efficient than if you just left Construct to do it automatically - and that might be after having to spend a long time to manually tweak everything. It doesn't seem like a good thing to spend time on when designing your project, especially if the peak memory usage is not really a problem to begin with.

    Heya! Thank you for the reply!

    Unfortunately the game is played across the world so many users do play with lower end devices. Also as it's targeted for kids, they may use inherited devices or cheaper ones.

    I think in this particular type of project, where you can have a lot o locations and in some cases share some assets (others are unique) manual edit would be best. As I could have my shared graphics atlas + the ones that are unique in their own.

    In a previous project I had (similar to this one) I reached a point that it was hard to add more content and escale it tbh. Do not know if there's any way to add adressables.

  • Hello!

    I am working on a mobile game for kids. Is the typical 'doll house' type of game, similar to toca boca, aha world, avatar world etc. This kind of games are scene and prop heavy.

    This is an example of part of a scene:

    One of the issues I have is the lack of control over the atlases. As I have several location, ideally I would like to bundle the props by location so I am not loading unnecesary big atlases. I believe this functionality does not exist in Construct, as they are auto generated.

    Is there any plugin or work around for that? Thank you!

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  • Hard to help you without the project file. Make sure the UI layer has parallax and scale rate set to 0.

    Thank you for pointing this out! Actually all the layers had the scaling and parallax at 100 except for the UI one. That caused elements in that layer to behave strangely.

    Its solved now :)

  • Also image point seem to work weirdly now.

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  • Hello!

    I opened the project I was working on after some months lol and I have the impression some things regarding vieport width etc, are not working properly. I am trying to figure out if I'm doing something wrong or if this was deprecated.

    I have this that is a slider.

    Should be positioned always at right corner

    But when I change the ratio it's displaced...

    Any idea what is wrong¿ Thank you!

  • This is how I made a rain effect for my game using a tiled background. I've messed with some of the numbers to make it move more diagonally. Hope this helps!

    Thank you for sharing! It worked :) But moving from top to bottom, I will play around.

  • Hello!

    I use this kind of backgrounds in my game and I was wondering If there is any way to make them 'move' diagonally like in supercell games.

    Right now I make them using a tiled image...

    Thank you for your time!!

  • Do I need google to be loged? Still not working...

  • Hello!

    As many others I have the warning in google console to update the billing thingy. I did open my project in 402.2 and generated a debug apk to test. However I saw the shop is not working (it was previously working fine...) Do I need to change anything on my side?

    This is how it was implemented and previously working.

    I registered the items in a preloader scene I have.

    Then I did this to show the prices and info, but now is not showing any information.

    Any ideas¿

  • Here an example by R0J0 : construct.net/en/forum/construct-3/how-do-i-8/onet-games-172483

    Thank you!!!