WackyToaster's Forum Posts

  • I see two issues

    1. Your for "x" loop is not doing anything, it simply runs an empty event. So that could be the first reason.

    2. Setting timescale to 0 pauses the entire game, including the menu. I think creating objects still works iirc but it might not?

  • No, it means the layout restarts. You could think of it as restarting a level.

  • I usually don't post my feature requests on the forum but this one would be quite neat/important to have for me. So I hope I get some eyes on it. *cough Diegos or Ashleys eyes cough*

    github.com/Scirra/Construct-feature-requests/issues/639

    Although I have a feeling that nobody really uses this feature. Global layers I do see mentioned here or there, but global objects? Not so much. Maybe by coincidence since Arrays are by default global.

    But I do believe being able to set global on a per-instance basis rather than the entire object (and at runtime) would be a really useful upgrade to this feature.

    Cheers!

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  • Looks pretty cool, the AI stuff is gonna rub some people the wrong way though. The only thing that bothers me a little is that it seems to mix some artstyles (realism, stylised realism, cartoony), although it kind of works. I feel like I personally would replace the realism with the stylised realism though.

    It's clear that you put quite some work and thought into that project. Little polish things like the items in the shelf reacting to the reversed gravity is a nice touch. I think you should also shake em up a little with screenshakes. That portion of the game is I'd assume the meat of the game, so I'd make sure to polish that part up as much as possible and make it really satisfying with (sound-)effects and whatnot.

    How'd you do the card reveal effect at 0:06? Is it a custom shader or just some combo of destination-out with a noise or similar?

  • You'll have to do some shuffling with converting the Construct array to regular array and back as XHXIAIEIN mentioned, but it's absolutely possible and indeed convenient. I also mainly started with that, but eventually I got tired of shuffling back and forth and took the plunge.

  • It's kinda odd. I know there was a crackdown on all the lewd games but there's actually still a bunch of those online on steam. I don't see how skimpy attire would be an issue as to outright ban the game.

    Maybe try here?

    steamcommunity.com/groups/steamworks

    Edit: seems like you already did post there

    Edit2: Ok I'm really curious now what exactly got you banned. If you want drop me an email with a screenshot or two, wackytoasterino@wackytoaster.at I can't really help you though...

  • I have to agree. I don't need another doomscroll attention-sinkhole, I'm already on Twatter. I don't see the issue, nobody should care who the monkey at the top is. Kind of a "separate the art from the artist" deal. If anything, a company should be on all the big and relevant social media platforms.

  • 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.