WackyToaster's Forum Posts

  • 1.) Is it possible for me to use someone else's MacBook and iPhone to develop and deploy on the App Store? Are there any potential objections from Apple App Store?

    From my experience, yes. I actually even build my app with a virtual machine, no objections from apple. I don't think they dig that deep into that.

    2.) Are there any unforeseen challenges or complications that could arise from using someone else's equipment?

    The availability of their equipment. Having to borrow stuff can be inconvenient for both parties.

    3.) From point of using Construct 3, could I encounter any specific issues or hurdles in the process?

    Nothing construct specific that I remember. Apple does vet the apps though and you might get rejected for various (annoying) reasons, which you then have to fix.

    BTW, are there alternative methods or solutions for deploying apps on the Apple App Store?

    Sites like macincloud.com but it's not exactly cheap.

    Or the aformentioned Virtual Machine, if you're willing to go through some initial setup headaches.

    You still 100% want a device to test on though. You can also test on an ipad btw. I bought one a few years ago just for that reason, but I don't regret it at all. It's useful otherwise too.

  • I've been tinkering around with a sideproject of mine. Lets say it boils down to be an image viewer. I've set it up like this:

    1. I use the Filesystem Plugin to open a folder and get a list of all files

    2. I loop through the files and create a bunch of image elements inside an html element

    3. The image elements get the source like this: <img src="localhost:8080/[filename.png]></img>

    This setup works very well and quick even for a ton of images BUT it requires me to setup the folder as server. I currently use a simple python script. Not only is there no way to get the path to the folder I selected (unless I'm missing it), even if I hardcode the path in like <img src="C:\test[filename.png]"></img> the image cannot be loaded due to browser restrictions.

    Now I'm thinking since I open the folder via the filesystem plugin, I'm already giving my browser read/write access to that folder. So I should be able to access these images, right? How could I achive this?

    Or option 2: Is there a way from inside construct (with js or plugin) to automatically host a local server from a folder. I'm guessing something like node.js? I'd prefer option 1 though, it seems simpler and basically there already... I feel like that should work out of the box, no?

    Tagged:

  • The correct answer is probably raycasts, done recursively. You can find those in the LOS Behavior.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/line-of-sight

    Cast a ray from start in the desired direction. If it hits something, you get the info what the ray hit (mirror, wall), where exactly (x, y) and also a "reflection angle". If it hit a mirror, cast a new ray from the new position into the direction of "reflection angle". Repeat until the ray is terminated at some point (e.g. hitting the puzzle boundaries) And make sure it is actually terminated, else you could forever be stuck inside this loop which would freeze your game.

    Check out the "Instant hit laser" example project to get you started.

  • I found that adding the event listeners via the element onclick attribute kinda is messy to work with at best. I just use eventlisteners:

    	const element = document.querySelector(".fa");
    	element.addEventListener("click", event => {
    		console.log("Do thing here");
    	})
    
  • It's probably technically possible. If I were to attempt it, I'd probably... maybe... ditch the build in multiplayer plugin? I don't exactly have a lot of experience with it. Thing is that plugin is a little bit stuck in a catch-22.

    Very few users actually use the Plugin -> So it's not worth investing tons time into it (from Scirras perspective) -> This leaves the plugin in a sub-optimal state -> because of that very few users actually use the Plugin -> ...

    In all fairness, even if it was working amazingly, still very few people probably would use it, let alone for an MMO.

    What I totally see possible though is a very limited type of MMO, where the interaction between users mostly boils down to changing a few variables (e.g. I've send you 1000 gold) rather than syncing gameplay. Like IdleON (an idle-mmorpg)

    Another one would be something like agar.io, though I'm streching the defenition of "mmo" here. This does sync gameplay, but the gameplay is very basic so that should be feasible.

  • Not sure about the voice, but the recorder cannot capture Iframes or other html elements.

  • Your best bet is probably Ashleys little sideproject. He talks about and solves your exact issue in this blog post: construct.net/en/blogs/ashleys-blog-2/rts-devlog-extreme-pathfinding-1608

    With the code for the project being available here, I think it's specifically inside the gameServer.js: github.com/AshleyScirra/CommandAndConstruct

    Only caveat is that Ashley uses almost exclusively javascript so unless you're fit in javascript this is not gonna be easy to extract. But perhaps you can get the concept outlined in the blogpost working with events too.

  • That's kind of expected. But on the other hand, if I were in just for the money I'd stop using Construct and start a dropshipping company. Also, there are other ways to make money apart from directly monetizing youtube.

  • I second subclassing. I've used that before and if you're fit in js, this is absolutely something you want to do! It's really, really good!

    Maybe that's something to highlight, because I'd argue it's one of the best "advanced" features in Construct but at the same time it seems mostly unknown or overlooked.

  • I thought about making some kind of tutorials or something too. I do way more prototyping/tinkering than actual game making :V and I think that would fit into teaching some stuff sort of... but yeah... it takes plenty of effort/time to make it good and I wouldn't want to bother with it if the result is bad. I also don't exactly have a ton of experience with video editing either, so that would be something on top I'd have to learn at least a little bit.

    Maybe I should just bite the bullet and see what happens... worst case I wasted some time I guess.

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  • I kind of agree that the scenarios described are kind of a nightmare to do with events... which is why I use javascript for that stuff. I'm not sure how that could even be reasonably implemented via eventsheets without being cumbersome.

    And I don't think it needs to be implemented via eventsheet. If you're a beginner, you're probably not gonna go ahead and attempt to create complex systems like that. If you are not a beginner, time to step it up and jump into javascript.

  • Yeah I 100% agree. Couple of years ago I had no idea about javascript. I got a job where I incidentally picked up some javascript, which fed back into me writing some plugins for Construct, which then also fed back into me being able to get better at my job.

    This would not have been as easy with Godot/gdscript since that only works with Godot. Sure, I would have picked up on general programming stuff either way, but I'd not have been able to directly apply everything.

  • What brought me to Construct was it's simplicity. I started out with RPG maker, but I also wanted to make non-RPGs, so I went with Game Maker for some time, but Game Maker never really clicked for me. Eventually I started searching around, iirc for things like "2D game engine" etc. Construct popped up and it was clear really quickly that "this is it". Basically this video on the homepage sums up what exactly hooked me: Logic that my smooth brain could understand. construct-static.com/videos/v1155/construct3/simple-event.mp4

    I also gave Unity a try a while ago, didn't like it. I also tried Godot here and there, didn't like it either. Construct just hit's a spot other engines don't hit ¯\_(ツ)_/¯

    Also people calling Construct "for kids" is silly, that's like saying pencils are for kids and "real artists" use wacom tablets. I don't mind a small community as long as this is enough for Construct to be developed further, but I can see that a big community has its benefits.

    As for Godot, it's really a scarily good competition I'd be "worried" about. Entirely free, powerful, light-weight, open-source and apparently get's money for further development thrown at it for free because unity CEOs are deranged. What Construct needs to find is what sets it apart from Godot and what justifies the price tag.

    I'm perfectly comfortable in my nieche of making no money with construct, I don't wanna leave that comfort zone and learn a new engine just to make no money with a different tool. :)

  • Doesn't this unfortunately prevent the game from running in Worker Mode? Which means that you'll lose performance/smoothness by doing it.

    Hmm yeah I think that's the case. You can also edit the exported index.html though like so, which should keep the worker mode enabled I think.

    But I there should be an in-engine way to handle this. A "prevent default" plugin or something, because it's one of those topics that comes up over and over again.

    BTW, this code should disable all keyboard inputs, iirc including alt+F4, F12 and such.

    document.addEventListener('keydown', function(event) {
     	event.preventDefault();
    	});
  • I'm not sure, how exactly are you positioning it? I noticed it can be kinda reluctant to leave the screen as long as even a pixel of it is still on screen. Can you try setting it to x = -5000 and see what happens.