WackyToaster's Recent Forum Activity

  • 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.

  • 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.

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  • 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.

  • So based on the audio scripting example, I have to manually (pre)load the audio myself in order to use it. In the example it's done like so

    [audioSfx5, audioSfx7, audioEpicArpg] = await Promise.all([
    		audioManager.loadSound("sfx5.webm"),
    		audioManager.loadSound("sfx7.webm"),
    		audioManager.loadMusic("epicArpg.webm")
    	]);

    I have many many more sounds. Surely there's a better way to do this. But... no? The best way I found was with a loop but I still have to punch in every single soundfile myself. Is there really no way to just get all the soundfiles to preload like the audio plugin usually does by itself?

    I thought the asset manager would help, but also no...

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/interfaces/iassetmanager

    Am I just overlooking something or is this a case for a feature request?

    And of course I had to do some snooping around... the closed off internal asset manager has the exact function I need. GetAudioToPreload()

    But of course I can't use that :,)

  • Do you think it's because we didn't provide enough feedback?

    No, I'm pretty sure this topic has been chewed through thoroughly in several very long threads.

    The LTS version is the play here if you crucially NEED 3rd party plugins that CANNOT be ported. That's why it exists, it is this exact case.

    Other than that, the options are what they always are: Deal with it or leave for the other side were the grass is greener. And I'm aware that neither of these options is necessarily appealing.

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WackyToaster

Member since 18 Feb, 2014

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