WackyToaster's Forum Posts

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  • Looks pretty cool, the AI stuff is gonna rub some people the wrong way though. The only thing that bothers me a little is that it seems to mix some artstyles (realism, stylised realism, cartoony), although it kind of works. I feel like I personally would replace the realism with the stylised realism though.

    It's clear that you put quite some work and thought into that project. Little polish things like the items in the shelf reacting to the reversed gravity is a nice touch. I think you should also shake em up a little with screenshakes. That portion of the game is I'd assume the meat of the game, so I'd make sure to polish that part up as much as possible and make it really satisfying with (sound-)effects and whatnot.

    How'd you do the card reveal effect at 0:06? Is it a custom shader or just some combo of destination-out with a noise or similar?

  • You'll have to do some shuffling with converting the Construct array to regular array and back as XHXIAIEIN mentioned, but it's absolutely possible and indeed convenient. I also mainly started with that, but eventually I got tired of shuffling back and forth and took the plunge.

  • It's kinda odd. I know there was a crackdown on all the lewd games but there's actually still a bunch of those online on steam. I don't see how skimpy attire would be an issue as to outright ban the game.

    Maybe try here?

    steamcommunity.com/groups/steamworks

    Edit: seems like you already did post there

    Edit2: Ok I'm really curious now what exactly got you banned. If you want drop me an email with a screenshot or two, wackytoasterqim@wackytoaster.at I can't really help you though...

  • I have to agree. I don't need another doomscroll attention-sinkhole, I'm already on Twatter. I don't see the issue, nobody should care who the monkey at the top is. Kind of a "separate the art from the artist" deal. If anything, a company should be on all the big and relevant social media platforms.

  • Ah I suppose that's a fair point.

    I guess that is another answer to the original question of "are there benefits?". So yes, another benefit of using typescript is that you can use the whole typing thingamajig. I'm more of a "no typing just yolo" enjoyer.

    I'd not expect that kind of typing to be added to variables/instance variables any time soon.

  • we could need something like: "LOW", "MEDIUM", "HIGH"

    So just make a string variable that you give these 3 values? Or use integers? I don't think you need a specific variable type for that at all. Same for yes/no.

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  • Are there things you can do with code that aren’t possible with events?

    Yeah there's some. I find that working with any kind of arrays and data objects is much easier in javascript. There's also how picking works in Construct, that you e.g. cannot loop over a combination of two object types, which you can easily do in js. Subclassing is imo one of the best features which does not have a real equivalent in events. You can get sort of close with custom actions, but not quite.

  • That's because you are comparing the chicken sprites angle, not the angle the sprite is moving at with the behavior.

  • System > Is between angles or System > Is within angle

    Either will do the job.

    Pathfind angle is within 90° of 0° = right, else left

  • I don't think you can. You can however do the following:

    When you reset the time you just store at what time it was reset. Then the time you want will be time-timeStart.

  • I personally never use that build in save/load thing, in part because of that. Although it's a little more work to manually put together the saves and load them back, I think it's worth it. I "complained" about that before that the build in save/load is way too aggressive. If you think about it in most cases you really don't want to or need to save everything, but rather very few select things. Storing an entire savestate of the game... maybe there's a usecase out there, but I don't see it. I also have a gut feeling that storing/restoring possibly 100s of objects that don't need storing/restoring is just... error-prone and bad practice in general.

  • I really don't need AI, but it's useful sometimes.

    AI can build games for you

    I don't want AI to do my hobby for me, I want AI to do the dishes and clean the toilet

  • Maintaining that for potentially 100s of files still sounds kind of like a nightmare. Couldn't the sorting/grouping be largely reflected by the folder structure? For example if I put a goblin on a layout I need all sounds that belong to the goblin which are all sorted in "enemies/goblin/..."

    If I then had access to this folder structure I could just loop through all files inside that folder without having to maintain an extra list. I can do that additionally if I need to though or even tack on some extra files if needed.

    But even getting an array of all files would suffice though since I can just run a filter over it to get all the file paths that contain "enemies/goblin/" and loop over that.

  • that in 2026 it will not be able to be updated

    Actually maybe Ashley could clarify this but I thought that r449 LTS would stay available beyond 2026, just not receive any more updates. Similar to how all versions of Construct are still available. I can open r100 just fine still if I want to or need to.

    Either way, you may have to do a version freeze. Stay on r449-2 which is the final version that supports SDK1. It's not unusual practice to do in development, especially when you reach later stages of the project where updating the engine could introduce a million random regressions and bugs.

    we have many times hired services to make custom addons and now all those efforts are useless

    Apart from using them in the LTS version, you can still update these addons to SDK2. You should be able update any addon that doesn't hack any engine internals without much issue.