WackyToaster's Forum Posts

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    I have been tempted by phaser in the past, I might be tempted again in the future. But there's also sunken cost in Construct and quite an amount of good will.

    I know some of you are upset, but only 1 in 50 of us ever publish anything we do in construct. The other 49 would not even know what this thread was about.

    This is probably part of why Ashley can move forward with this. The majority of people might not care, might not know or might simply be beginner hobbyists that just tinker around a bit. A very small percentage actually releases games (commercial releases that is), but arguably that should be the priority of a game engine. Ashley said that about 50% of users fall into the education sector, high chance those do not release games and that's already half the user-base. I doubt they care if some random addon exists or not. I have the feeling that the people who are vocal about all this are people that actually released something before, but that's just basically a handful of people.

    Just look at who replies to this thread, it's almost all all veteran users, some have been around well over 10 years.

    Not saying that the education sector/tinkerers don't matter, they are very much also important, but so are the people who make actual finished games with the game engine. And so are addon devs who very likely are also familiar with construct to a higher degree. Someone who's been with the engine for this long should have some weight in their opinion, and so far it seems to be quite negative...

  • Browser.Language: The browser's current language setting.

    From my experience this one will always be english, because the bundled browser defaults to english language.

    So it has to be one of the other two. I'd go with the UI language, because I've never personally set a game to a specific language from steam. I didn't even know this was an option. I've only ever changed it from within the game. This is only relevant for the first start of the game anyway (usually) so UI language kinda makes sense to me, since your steam UI is probably in a language you're comfortable with.

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    What's the point of addons that literally do the same as event sheets?

    I partially agree with this. The reality is there are things that are really annoying to do in eventsheets. Or that are complicated to a degree (especially for newer users) that abstracting it behind an addon is really helpful. Simplest example: The platformer behavior. You can code this entirely in events if you want. But it's also surprisingly complicated and it's really convenient to just use the behavior. As a tradeoff, you don't have 100% control over the code (which has been requested and denied frequently)

    Overboys suggestion is actually really good but at the same time I guess defeats the point of all this... which is to remove access to engine internals, period.

    It's the old "powerusers vs little Timmy" discussion again. Powerusers want to have full control and power, but little Timmy can't handle that power and might break his project and throw a tantrum, so powerusers will be put on a leash.

    It will probably show with time, how well this works out. Perhaps, maybe, it turns out better than we all expect (or I'm just huffing copium)

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    having it auto generated would be great

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    Well... not like we can stop you.

    as well as co-operating with addon developers to ensure the v2 SDK covers all features where reasonable and feasible

    I do hope this will happen. And just to get it started (and it already was mentioned in this thread)...

    It would be easier to not handle 10 different files to make an addon.

    Imo this would be my priority. Because if it's not done now it's never gonna be done. Can it be done? I dunno, but man it's really annoying to juggle all these files. 13 of them... really? I remember whenever I made addons I actively ignored like 8 of them apart from changing the addon id. Surely this can be boiled down to maybed 5 files (including language files). To me it seems too convoluted as to what's happening. Why's there two instance.js for example, what's the deal with that?

    BTW if anyone wants to port my addons feel free. No idea if I have the urge to do the porting myself tbh...

  • The simple solution for this is exactly what you described. Create a Sprite that contains all the individual broken-off parts you want. Then whenever a ship is destroyed you'd do something like this

    Make sure animation speed is set to 0 for the pieces. I also used a variable on the ships family since some ships might break into more or less parts.

  • I've only experienced this with image points. I'd do an apply to all frames which works, but when I switch between the animation frames, it suddenly reverts. It doesn't happen too frequently though, just every once in a while.

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  • I tried but it cannot be blocked. Unless there's some trick to it... You probably have to change the button.

  • I tend to lock my buttons via a timer or tweens usually. On press start a timer/tween and then in the conditions check "is NOT timer/tween playing"

  • Bugs should be reported to the issue tracker

    github.com/Scirra/Construct-bugs/issues

  • There's actually a specific action for this which is recommended to be used. From the manual:

    Sort Z order

    Sort the Z order of instances of a given object according to an instance variable. This effectively removes all instances from their Z order, sorts them, then inserts the sorted sequence back in to the holes left behind. This means if the instances are spread across a range of layers, they will be sorted in the same Z order locations, maintaining the same order relative to other instances on those layers. Note this action is much faster than using an ordered For each with an action like Send to front/back, so this action should be the preferred way to sort the Z order of large numbers of instances.

    So it should look like this

    Keep in mind that in your case, you most likely want to sort depending on where the objects feet are (the bottom of the sprite) and not the sprites Y position (which could be in the middle of the sprite) So you can set the variable to self.bboxbottom instead.

  • As the tutorial mentions you can try and use the spreadsheet API

    developers.google.com/sheets/api/quickstart/js

    It doesn't seem terribly complicated, that is if you know some javascript...

  • You kind of can.

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

    Although I'm not sure how well it works. Loading a new layout is generally near instant. I'd argue if you absolutely need an instant change, then maybe splitting it up into two layouts is not the right approach. Maybe have two layers instead that you set visible/invisible instead.

  • In this case you don't need an else. If you click the button the first time, the condition (left side) will be true, so the actions (right side) will be executed. The second time you click the button, the conditions will be false, so the actions will not be executed.

    A different story would be for example if you want to play a sound that is either "success" or "error". In that case you want a specific set of actions to play depending on the conditions. So you'd do

    if not cow in array -> add cow to array, play success sound

    else -> play error sound

  • Yeah that pretty much is correct. When the value is not in the array, IndexOf(value) will return -1