WackyToaster's Forum Posts

  • Here's a quick fix. It's by no means an ideal way to do things but it should get you started.

    https://wackytoaster.at/parachute/Don't%20Press%20the%20Button%20fix.c3p

    What you really need to understand is that events like this run every tick, as in if the game runs at 60 fps, these events will be executed 60 times per second.

    And a similar issue caused the wrench thing not to work, as it would instantly set the chain visible again after it was set invisible by the wrench.

    I simply rearranged the first thing so it's now a sub-event of pressing the button. As such, only when you press the button it will check if the count has reached X. As for the menu, I simply added a "Trigger once" to avoid constantly overriding it.

    Ideally you'd handle most of this quite different, but that's for another day.

    Also I deleted the music in my fix, 23mb for just one song :V

  • Hmm, I haven't dabbled with multiplayer in a while but I faintly remember that that's not supposed to happen actually. If a player is set as host specifically it should keep the game running regardless. Maybe I remember that wrong though...

  • wackytoaster.at/parachute/picking.c3p

    Here's a basic setup. Keep in mind that there are countless ways to "pick" your instance and it's up to you to find out what your game needs. Here's some links so you understand what I did.

    construct.net/en/make-games/manuals/construct-3/interface/layout-view

    Picking instances

    construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-conditions

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    Things like "compare instance variable" will also pick all instances that match. E.g. Instance variable > 5 will pick all instances where food > 5 or compare X < 100 will pick all instances that are X < 100 on the layout.

    And obviously you can chain picking to filter out more and more instances until you are left with one (or more if you need)

    E.g. pick instance variable > 5, pick instance variable < 10, pick lowest

    Will first pick all instances where food > 5, then from those all where food < 10 and than from those it picks the one lowest on food.

  • It's probably a good idea to read through this, it really helps to understand how the events work. Especially the "events run top to bottom" is an important part that might help understand the issue.

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/how-events-work

    Again, without the project file it's impossible to help. If google drive doesn't work, maybe try wetransfer.com (just email it to yourself and post the download link)

  • You may just have mixed up "on key down" with "key press"

    Post a screenshot of your events (or a project file) if that wasn't it.

  • it says Access denied :I

  • You can upload it to dropbox/google drive and share a link. A screenshot sometimes works too (if you know that the issue stems from a certain bunch of events) but a project is preferred.

    Here's how to share a file from google drive

  • K? If you need any help or want a bug to be fixed you'll need to post more than "thing no work pls fix" Nobody can help you with the scarce information you provided.

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • That's most likely not a fault of the engine. Hard to say anything specific but you probably do something like "if X = 123" which can inconsistently work. At least that's the most common mistake. You could post your events/project, that would help with finding out what's going wrong.

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  • choose("layername","layername2","layername3")

  • All it needs is this. :) The first condition picks only the ground the wall creature is currently on, so sub-events will consider only this specific tilemap.

  • I couldn't find much of a difference in my project. Maybe it's +10fps if I set it to low, but considering that my game runs at ~550fps in unlimited mode it doesn't seem to have all that much impact. That said, I only use one effect (multiply on a layer) so it probably has something to do with the effects. If you can share the project or maybe a file that demonstrates it I can try it out on my PC.

    I do know that effects tend to have quite the impact on fps in general, so I avoid them where I can and use them sparingly. I also remember reading somewhere that it often is better to apply the effect to an entire layer if possible. Say you want to color 100 sprites blue with an effect. Adding the effect to all 100 sprites individually adds a lot of overhead, where if you just plop the sprites on a layer with the effect it just has to apply it once.

    EDIT: Yeah it's in the documentation: construct.net/en/make-games/manuals/construct-3/project-primitives/objects/effects

    So I recommend trying that.

  • I've written little scripts for similar purposes before. I used FART (yes it's called FART) sourceforge.net/projects/fart-it

    You can then write a batch script that does the job for you like:

    fart.exe ".folder\index.html" "<html>" "<html lang=\"en\">

    All you have to do in the end is put the exported projects in the right folder and doubleclick the batch file. Since it's just a search and replace you might have to get creative with picking the places you need to edit. It should be doable though.

  • The blog post The surprising difficulty of resizing images on spritesheet covers this in detail. In short, change the 'Downscaling quality' project property to 'High'.

    I've tried this and it does help, but not 100%. It's particularely noticeable with spritefonts. Probably because they can easily end up being used in a variety of sizes. I have the best results with Downscaling quality High + Sampling set to Bilinear. Sampling on Nearest works best but it looks ugly :)

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    Well, I'm closing in on actually releasing an actual game (not just a silly mobile game) There are still a couple of levels to be made but that's it. This is still gonna take longer than I'd like but the goal is in sight. Feels good. (Now also on itch)

    store.steampowered.com/app/1607720/Rimebeard

    Edit: wackytoaster.itch.io/rimebeard

    Would be cool if you drop it a wishlist, it helps with the steam algorithm I'm told. Really old people (like me) might recognize the game this is based on.

    Cheers

    Screenshot because this is a screenshot thread