WackyToaster's Forum Posts

  • Text objects default to pixel-snapping to ensure they display with best quality. The easiest way to disable that is set the angle to something like 0.01 degrees - rotated Text objects skip pixel-snapping as they won't line up with the display anyway, and so a small nonzero angle will not visually look rotated, but will be enough to stop the pixel snapping.

    Interesting hack. Wouldn't it be better to have a nice little checkbox in the properties though? If I ever need this I might not remember that rotating by 0.01 degrees fixes it magically :V

  • Having both options available would probably be the most comfortable solution.

    That's how I handled it in my newest game. You can use WASD only, or jump with space or use arrow keys. It just works interchangeably and covers probably 99% of control schemes any given player defaults to when ignoring the tutorial.

    You can find my games on my website: wackytoaster.at

    Thanks again for the feedback and for sharing your experience!

    No problem :)

  • About the jump button — I just changed it to Space in the new update. It was "J" but people didn't like it. I'll give it a shot for "W" too. If I can manage it, I’d also like to make the controls fully customizable through the options menu.

    Yeah customizable controls are usually the best solution. But I think it's also fine to just have both work.

    Since this is my first game, I’m trying not to overcomplicate things and overwhelm myself during development.

    Yeah that's sensible, it looks really good for your first game btw. My first (big) game is just a "ripoff" of an old NES game which was plenty of overwhelm already. The first iteration was held together by duct tape and spaghetti. (I have since reworked it)

  • Hmm interesting. That seems to be an artifact due to how the text is rendered. It's probably intentionally rendered pixel-perfect to ensure it always displays as crisp as possible, which is why it stutters.

    I think your options are:

    EDIT for future reference: Best option is as Ashley suggested below, set the texts angle to 0.01

    1. On start of layout, you can render the Text you need onto canvas objects. These should not have that issue. Something along the lines of:

    - Set text (based on whatever language you need)

    - Paste text object to canvas object

    - Destroy or hide the text objects

    I'd recommend trying this first.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/drawing-canvas

    2. Use a Spritefont since it doesn't have this issue. You'll have to find a font that supports all the special characters you need for all the languages you want to support. You can use this tool to generate a spritefont construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038 You need to make sure to plop down all the special characters in the tool for export.

    This is what I have used in the past which I think should support English, French, Italian, German, Spanish and Turkish if I'm not mistaken.

    ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,;:?!-_~#"'&()[]|`\/@°+=*$£€<>%ÀÂÄÇÉÈÊËÎÏÑÔÖÜÙÛİĞŞàâäçéèêëîïñôöùûüßığş
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  • Hey,

    I would greatly appreciate your feedback on gameplay mechanics, level design, difficulty balance, visual/audio elements, and overall experience.

    Overall the game feels pretty good. The physics are nice, graphics are cute and music fits.

    Gameplay mechanics are nothing extraordinary, pretty standard stuff, but I like the bark mechanic. I think it should be used for more stuff other than the swapping platforms. Maybe you can bark at enemies to scare them etc. I'd also add a visual "shockwave" to indicate the distance the bark covers, imo it reads better than highlighting a platform when in range.

    Speaking of the bark, if you bark while inside the swap platform the audio bugs for a second probably due to an overlap check. It only happens if the player manages to get stuck rather than get pushed out.

    Level design seems fine, there's not too many levels yet so it's not that easy to judge. Do you plan on adding more verticality too, like a level where you climb a tower? The last level I assume is one of the harder levels because it's a decent jump in difficulty. Nothing too crazy though.

    The one thing that really tripped me up is the controls. It seems you are team "space is for jump" but I am team "W/up is for jump". I think you should implement both (unless you have a good reason not to)

  • Welcome to the clipping mask waiting room.

  • That looks cool.

    I was hoping this plugin could be used with physics, it can but it can only use the bounding box.

    Noooooooooo that was the ONE thing I was thinking of. "Ohh would that allow me to break physics objects into smaller ones?"

  • I don't think the d-pad has an adjustable deadzone to begin with. Without seeing the project or being able to test I can just guess. My guesses in order of confidence:

    1. Your controller d-pad simply is a bit "sticky" and that's just how the hardware works. You could try a different controller or try keyboard controls for a test.

    2. Something in your setup of events isn't quite right

    3. Maybe it's just a matter of input latency, e.g. if you release the d-pad and press X in such quick succession before the release of the d-pad registers. This would be 1/60th of a second though at most I'd assume, so if the window for this missinput is bigger, it's probably the "sticky" d-pad.

  • Yeah that's a really annoying issue I've encountered many times before. Screenshake not working without unbounded scrolling is really annoying.

    The solution I've been using recently is a little effect I made called Jitter. This does not work with webGPU so you'll have to disable that if you want to use it. construct.net/en/make-games/addons/1643/jitter

    1. Apply that jitter effect to the entire layout (disable it)

    2. Enable it briefly for the screenshake and tweak the values to your liking

    3. Optional: Use a tween to decrease the magnitude over time to emulate the behavior from the "scroll to" screenshake effect.

    It kinda smears the edges of the screen which may not be ideal but it's really not noticable imo.

  • The game has been updated with 20 new levels :)

  • Yeah I agree that it's not perfect but it's the best I've seen so far.

    It's a long standing and highly voted suggestion, but alas

    github.com/Scirra/Construct-feature-requests/issues/726

  • Kashin GinnRecently dropped this method in a thread and it works really well. Blew my mind.

    wackytoaster.at/parachute/clippingmask.c3p

  • I've had that issue before on a web platform but I'm not sure if you can fight their caching. Usually waiting for the cache to catch up worked most of the time, which is obviously a terrible "workaround". Best case is you contact the people of the super app (whatever that is) and they have a solution. Or maybe you can deliver your app as a single file (playable ad export option) that could help in this case?

  • I'm sure there are programs with font rasterizers that don't glitch like the one in some browsers.

    Funny enough the same issue can be observed even in Adobe Illustrator. Illustrator has some settings in regards to how to render the outline corners, which mitigates the issue pretty well. I wonder if that can be applied to Construct too.

  • Ah, you played in portrait. Yeah I suppose the controls could be shifted up a bit in portrait mode.