Chadori's Forum Posts

  • I think it's more readable as JSON than it is now. But practically, an AsJSON value in the debugger might help, so we can paste it in the Array Editor for visual purposes.

    And perhaps, in the future, a way to automate this.

  • Announcement!

    Facebook x Unity Ads mediation is updated! You may now use it again!

  • You do not have permission to view this post

  • Fengist

    > Fengist Dude, that was so rude of me, It didn't come out right and I didn't get a chance to edit when I got banned. I'm sorry, I misread.

    Apology accepted. Don't ever make me throw Monty Python at you again.

    Yeah dude, wouldn't happen again, it was an honest misread. I was about to edit it but I was banned in only a couple of minutes (around 5mins to 20mins.).

    If you look closely at my reply, it was a defense reply, I thought you were mocking us inexperienced. My fault was that I read it fast, but I forgot there's no such thing as fast reading, just skip-reading. Hence, based my conclusions at the last sentence you've made, which is the GIF.

    Lesson : Read twice.

  • Dunning–Kruger effect. I'll leave that here.

    Also, 40 years and still ignorant, we're mostly in our teens and twenties here but not this naive.

    Used account: latte1092

    Fengist Dude, that was so rude of me, It didn't come out right and I didn't get a chance to edit when I got banned. I'm sorry, I misread.

  • The X & Y are inverted due to how early computer monitors work, so that's normal. Making a farce like that seems to just show ignorance.

    About the debugger, yeah it's a bit hard to decipher, but it goes without saying that you can't really use that for debugging. I would use the AsJSON expression and load it into the Array Editor.

    Maybe the Construct Team can automate this process, or make the debugger include the JSON string, to be copy and pasted.

  • yme

    Any estimation when voice chat and local/wifi/lan multiplayer will be available?

    You can follow up here:

    github.com/ChadoriRebornXD/Construct-Master-Collection/issues

    It's on to the to-do list, but there's still no milestone for it.

    The current milestone:

    github.com/ChadoriRebornXD/Construct-Master-Collection/milestone/17

  • One is PlayFab integration. This is using Photon to its full potential as a full backend system, able to do from simple online games to a full-pledge MMO game.

    Once added, you get to use these features, basically nearly anything you can think of for an online game.

    All of the features above are then synced with the Player's Photon Account, then get access to these features:

    1. Account Info
    2. Account Manager
    3. Analytics
    4. Authentication
    5. CDN
    6. Cloud Script
    7. Friend Manager
    8. Leaderboards
    9. Player Manager
    10. PlayFab API
    11. Publisher (Studio Features)
    12. Real Currencies
    13. Virtual Currencies
    14. Sync Manager : Game Account Binding features
    15. Title Manager : Game Manager
    16. User Data
  • Hello one question.

    You include the photon plugin but the official plugin is free.

    I do not understand this.

    These were initially created before the Photon plugins were ported to the c3runtime. And, these plugins include more features than the official ones.

    Also, the Photon plugins are gradually added with features from the Photon SDK, which the official ones don't support.

  • Unfortunately, the built-in Construct 3 doesn't have that yet. Although, we do have that a complete back-end cloud feature collection, the PlayFab Master Collection under the Construct Master Collection.

    You can check it out here:

    construct.net/en/forum/construct-3/plugin-sdk-10/construct-master-collection-139046

    It supports the following platforms, and accounts are automatically synced across all devices, even on multiple games under the same name of a Studio. It's originally made for an MMO backend system, so it also have guilds, multiplayer, trading, virtual and real currencies, cdn features, etc.

    Synced platforms:

    1. Your Own Company Authentication
    2. Cryptography, a.k.a Custom
    3. GameCenter
    4. GooglePlay
    5. Steam
    6. XBoxLive
    7. Kongregate
    8. Facebook
    9. IOSDevice
    10. AndroidDevice
    11. WindowsHello
    12. FacebookInstantGames

    If you port through Chowdren:

    1. Nintendo Switch
    2. PS4
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads

    Nah, It's alright for me, a leverage for improvement is great for innovation. I thought this was already settled, lol.

    I think we have other more serious things to worry about than subscriptions.

  • Correct me if I'm wrong, but Cordova-iOS have UIWebview APIs references, just simply having it can trigger iOS' automated checks. I'd wait for Cordova iOS to resolve this.

    Besides, there is no exact deadline, and by the time it depreciates UIWebview, Cordova-iOS would have already adapted.

  • macube

    Thank you for the gfx-plugin. This is very useful for me :)

    Glad you like it.

    elliot

    The GFX plugin is very interesting - what exactly is happening that causes the game to double its frame rate? The particles are being capped?

    Nope these are the only events used.

    I usually recommend using the Automatic feature where you just set from the Properties (no events needed) where the GFX plugin scales the Graphics Quality to the device's specifications.

    I don't set the particle rate or anything. The entire graphics quality is scaled. Although, as you can see, there is little to no screen graphics quality difference. Especially when the limit is set to High Quality from the Properties.

  • Announcement : Beta Release

    Just in case anyone wants to test the GFX plugin, you can test it on the #beta-release channel from the Discord Community. I'm bug hunting atm, so I can assure it works properly on release.

    Instructions:

    There is a sample test project, but I recommend you use your finished projects.

    It's easy, just plug-n-play the plugin into your finished projects, and play around with the properties (no events required).

    You can choose Automatic or Manual style. But for more control, I recommend using Manual for testing.

    Thanks.

    The beta-release testing only happened for the GFX plugin since the Clock plugin is nearly fully tested now.

  • GFX

    The new plugin of the Game Master Collection, a plugin that manages and optimizes the GFX Quality and performance of an application.

    Construct 3 uses 100% of your project's Graphics Quality, but most of these are just excess quality you can go without for performance, with less to no apparent loss in quality.

    The features:

    1. Automatically or manually sets the GFX quality of the game.
    2. Automatically and intelligently sets the GFX quality based on the device specification.
    3. Designed ground-up for the c3runtime.
    4. Optimization options included, like the quality limit and method of implementation.
    5. Expressions list designed to cover all the possibly useful output.
    6. System+, a few system counterpart actions which are made to apply optimizations.
    7. Freedom in the use of features are put into account in the development, all ACEs are made flexible.
    8. Efficiently coded compared to its old c2 counterpart. From 2K lines of code to now just 300.
    9. Fully compatible with the runtime and supports all built-in plugins & behaviors like the Anchor.
    10. Designed in effort to not obstruct the built-in features and rather work with it, like the Anchor behavior, unlike its old-counterpart.
    11. Both C3 Debugger and [F12] Debugger support.
    12. Documented Sample Projects.
    13. Construct Master Collection - Documentation included.

    Properties

    Actions

    Expressions

    Experimentation Results

    The initial experiment was a success, it made an improvement from 28 FPS to 60 FPS, with no apparent quality loss. This is a very beneficial for graphic intensive games on both mobile and desktop.

    Events

    An experiment using a manual set quality action.

    Before (28FPS)

    After (60 FPS)

    Live GIF

    Due to the GIF Recorder's resource usage, the FPS only made it to 57 FPS, but it does reach 60 FPS when not in record.

    It was a huge success!

    That was the result of the GFX plugin test for the Construct Master Collection's Game Master Collection. This will be released on 7.0 with the other plugins like the Clock.

    That's all for now, have a nice day and happy game development!