pakyawan's Forum Posts

  • 8 posts
  • Thanks for pointing out those examples, Ashley. I checked out Driving and Ghost Racer; they’re really helpful starting points. I'd also suggest opening them up and tinkering with the events to see how things are set up. Helped me get the hang of movement and collisions pretty quickly.

  • Hey sir LoLz,

    That error seems related to shader compatibility issues with WebGL. Since WebGPU is disabled, some effects might not render properly. You could try using a different method to change the color, like modifying the object's material or texture directly if the plugin allows it. Also, double-check if the plugin is fully compatible with the latest beta.

  • You can’t see memory per sprite directly in the debug screen, but you can estimate it based on image size, bit depth, and how many frames/animations are used. For your second question, yes, stretching a smaller sprite to 8192px can cause issues, especially on lower-end devices or browsers, even if it’s tiled. Best to keep individual texture sizes within limits to avoid rendering problems.

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  • Hey bscarl88,

    This sounds like a pretty cool project, especially with the procedural generation and online coop features already in place. I just had a couple of questions to clarify before I consider diving into it:

    For the randomized monster builder, do you already have the body part assets (e.g., heads, arms, legs, etc.), or would creating those be part of the job as well?

    Regarding animation, are you looking for a certain number of unique animation states (like idle, walk, attack), and should they be synced across all combinations of monster parts?

    For the C3 file deliverable, is there a preferred naming structure or layer system you’re using that I should align with?

    I'm familiar with the timeline feature in C3 and have done modular character builds before, so this sounds doable, but I just want to scope it properly.

    Also, nice work on the flora generation post, that thread was a fun read!

    Looking forward to your thoughts.

  • “Same here, I’m a bit confused too. KG Baran, do you mean you want only one sunglasses instance draggable at a time, and the others locked? Or are you trying to spawn a new ice cream object when you drop the sunglasses somewhere? Maybe explaining your end goal step by step would help.”

  • Good point about newer phones using more elongated resolutions like 1080x2400. I’ll also try repositioning my UI at layout start, as some elements haven’t been scaling well. Do you usually go with full height, full width, or fixed viewport with margins?

  • “Just gave it a quick try, cute concept! Controls feel smooth. Maybe add some more variety or challenges as you progress to keep players hooked. Congrats on releasing your first game!”

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  • Hi Waldemar, that sounds like a fun project! I’m not available myself, but I’m following the thread in case someone picks this up, love seeing card games recreated in Construct 3. Good luck finding the right dev!

  • 8 posts