WackyToaster's Forum Posts

  • You could store it like this.

    Chest instance variable > Array.asJSON > reference to object

    So you would only ever need a single Array object for chests. When you open a chest you load chest.variable into the array object. There you can manipulate it however you want (take items out/put items in) and once the chest is closed you save the array back into the chest instance variable with array.asjson.

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    I figured out how to mimic Skyrim's saving system in the engine to a T

    Good idea, lets copy a saving system that is known to bloat the savefiles over time until they eventually get corrupted. Also you really need to chill more.

  • I agree with dop.

  • Arrays!

    Also I don't think chests store the objects directly, but rather a reference to it.

    E.g. in this chest slot arrayAt(5,10) is the object ID 17. Object ID 17 is the reference to a second array where you get all the data of the item from with arrayAt(17, X). At least that's what I would do.

  • System > On suspended/Is suspended should do. Though if the app doesn´t suspend because of the multiplayer... hmm best to try it out.

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

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    I have written with nintendo developer support but the answer so far was always the same: There is currently no support for it and we don't plan on adding it.

    Worst part is that the youtube app on the switch literally uses webkit so it's not a question of capabilities.

    My guess is they put some resources in it for the Wii U, had a bad experience (aka no ROI, aka not worth it) and dropped it like a hot potato.

  • Iirc the host will keep running in the background to avoid killing the connection just because the host briefly tabbed out. You can pause/start the timer manually.

  • Hey WackyToaster, your game is amazing! You are pushing Construct to the limits. Are you at liberty to share some hints and tips to fellow aspiring game makers (me et al) how to accomplish your special effects and the rest?

    Maybe I should have mentioned, it´s not mine :)

    construct.net/en/forum/construct-3/your-construct-creations-9/guinea-pig-parkour-kickstarter-148445

  • will not succeed in smooth transitions from one animation to another

    Not entirely wrong but also not entirely true. You can draw transition animations if you want to.

    Also, your game will take up more memory at times

    True, but in this day and age it pretty much doesn´t matter. Every phone has gigabytes of space and people also happily download a game even if it´s 500mb (like the game you posted has almost 500mb)

    And since because you said it cannot be done with the same quality in Construct... observe:

    Subscribe to Construct videos now

    And yes this is made in Construct.

  • Just because there is no deformation mesh doesn´t mean you cannot create similar games? Just do traditional sprite animation, maybe with some added tweening if you feel fancy and you are good to go.

  • I don´t see a problem with that, go for it!

  • Really cool work! Reminds me (obviously) about the classic 3D baby-steps like doom/wolfenstein.

  • Wait... you made C2 all on your own? Holy moly I wasn´t aware of that. I always struggle sticking with a project as soon as I hit a couple months of work :V

    As a note to piracy. I used to pirate C2 for a while (pls don´t ban me, lol). I kinda was at a point where I needed to keep my money together for education. I obviously tried the free version first and just thought... wow I hate beeing limited, even though I was just toying around. I liked C2 and after beeing able to really try it as a whole with no limits, my liking grew until I caved in and bought it. So in some way, piracy may have been a contributor to why I stuck with (and still stick to) Construct. Nowadays, as pointed out, there are many more free options with no limits that I could just have picked instead, potentially ending up not beeing here.

    I always had the intention that if I end up with a project that I want to release in some capacity, I´d have bought a license anyway. If I make money, you get money sounded fair to me. (Kinda flawed argument but eh...) And to this day, I haven´t made any significant money with Construct, guess that didn´t work out exactly as planned. (Well, I always have something cooking but you know...)

    What I did gain was a lot of experience and knowledge, about programming logic, about communicating with a server (AJAX), about using server-side scripting, PHP, SQL, JS, math, nodeJS, Firebase, Admob, App-development general and probably much more that I just can´t quite think of now. Most of that stuff also wasn´t planned, but I´m not complaining.

    End of storytime

  • Yeah the 5 million is barely relevant. I think I alone am responsible for 20 of those. And construct 2 was supported for a long time from one-time purchases, I doubt there are still reserves left from that.

    And the current usercount is pretty much unknown, estimates at best. "100,000 users create games every month" How many of those are free users? And then there are a ton of costs for businesses, services (server, backup services,...), hardware (development devices, ipad/iphone/android devices for testing,...), wages, rent, power, water, heat... not to forget taxes. You may earn a million, but earning that million may have cost you 900k.

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  • Well thanks, the high quality downscale mostly clears it up on the sprites (looking at the spritesheets it´s obvious why). I still noticed bleeding on tiled backgrounds, despite adding padding pixels on the opaque edge even when the game wasn´t all that scaled down. Eventually I settled for 5 extra pixels. Bleeding still happens when the game is scaled down really small, but at that point it´s unplayable anyway.

    Guess it´s a quirk that needs getting used to. Thanks again.