Colludium's Forum Posts

  • I totally agree, No one gets hurt and everyone's credibility and moral standing remain intact.

  • There's a bit of misinformation here, firstly, digital goods have a 14 day refund period, not 30.

    "Sales are final" refers to the concept of consumer happiness - as in, "you, as a consumer, are happy to proceed and conclude this transaction"; and in doing so you void the possibility of disputing the sale because, and only because, you *changed your mind*. This is completely different from a product not being fit for purpose, which comes next:

    Scirra then follow this up by stating that they are compliant with UK sales laws; which is perfectly reasonable. A business is not responsible for educating a consumer on their legal rights, and an attempt to do so may result in further complications, as accidentally misinforming someone of their rights may be construed as attempting to falsely inform them; which would be a real crime.

    Given that Scirra is a game engine company and not the Citizen's Advice Bureau, I can understand why they were simply state that they comply with the relevant laws and deal with any future situations as and when they arise.

    I'm unaware of the thread in questions, but the T&Cs above seem perectly in line with eCommerce laws.

    14 days applies for the transfer of funds after the refund has been agreed. 30 days applies to the customer deciding they don't want the product. You're mistaken - you can decide on day 29 that the product is unsuitable and then should expect to receive a refund within 14 days of that date.

    The laws are UK laws - I am not familiar with the eCommerce laws that don't apply to which you're referring... Sorry.

    Edit, just to add - I am not familiar with "sales are final" as a legal term in the uk - and you may be right that it means "we are all happy to agree to the sale" as buyer and seller. But it doesn't matter what it could mean - in this particular example - it was used as an argument to dismiss a claim for a refund. That would be against the law...

  • newt - customers in the UK have much better protection than they do in the US. From my experience of US consumer laws it's your fault you bought snake oil because you should have been more savvy as a consumer... Whereas, over here consumers are afforded a certain latitude if the product just doesn't work on their system and/or meet their needs and expectations. It's the customer's choice, not the seller's, as to whether this test is satisfied.

    I agree about the public argument, though, the forum is not the place to argue the toss about such details. But if you've demanded a refund that's well within your rights and is backed by the law then you should be met with a "how would you like that refund to be payed?" attitude, rather than a "no, didn't you read the small print?". It would have been much more gracious if the initial response had promoted good customer relations.

  • No probs!

  • Yes - on my first attempt they had to be hit more times than 3 and on my second attempt they had to be hit twice to be destroyed... It is quite possible that I have lost my ability to count, but it felt inconsistent...

  • Dear Scirra,

    Please ensure that your terms and conditions are compliant with UK law - as it stands, they are not (but they should be, because you are a uk company). For reference, from your Store terms and conditions:

    and

    Consumer Rights Act 2015

    and

    Consumer Rights digital download

    It is illegal for you to refuse refunds to individuals who buy your digital products within 30 days of purchase. You are not legally allowed to add conditions to this right, but you can request assistance from your customers to make your product better; but the customer has the final say.

    This post was inspired by a thread that was deleted on Friday 23 Feb 18. Why would I bother to post this? Well, it was clear that Scirra was not compliant with UK laws (that apply to every uk seller of on-line goods) and I was a little disgusted that the thread in question was deleted as soon as it was apparent that Scirra was not compliant with the law in the uk. The individual concerned just wanted their money back and Scirra was not compliant with this customer's wishes (and rights).

    There was nothing particularly contentious in the deleted thread, other than the indication that the above pictured terms are against the law. It could be construed that the deletion of the thread was an attempt to prevent Scirra's customers from knowing their rights... Plenty of ugly threads have been left as locked without deletion.

    I think that good customer relations breeds good service and so forth; this was not an example of good customer service and I almost impulsively deleted my seller account as a direct result of this incident. I invite comment, retraction and / or apology. Or nothing - fore-warned is fore-armed when it comes to knowing your rights as customers.

  • Good game. Level 2 destructible 2-hit objects would not be destroyed the first time I played...

  • Waltuo - no problem, and I'm glad it's all sorted! Cheers.

  • Waltuo, thanks for buying it! I guess the capx was somehow corrupted. Let me check and I'll get back to you.

    Edit - I just did a full download and install on 2 computers to check the zip from the store and it all worked perfectly. Either the capx and/or the c2addon were corrupted in your download, I guess. Could you please delete the behaviors/emitter folder, re-download, re-install and try again? Action 36 is the Warm Up action and it's definitely there and working, so the error message is a bit puzzling!!

    If it still doesn't work then could you please PM me a zip of what you downloaded from the store, so I can try on my system? Thanks.

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  • Now available in the Store! Link to Store Thread.

  • Emitter — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-behaviours/emitter-4178

    <p>Here's a behavior that changes a Sprite into a particle emitter. Why? Well, you can't do any of the following with the Particle plugin and to create this behavior using events would tediously complicated and would be almost impossible to then transfer between projects.</p><h3>Actions:</h3><div class="deshr"></div><h3>For Emitter:</h3><div class="deshr"></div>

    • Set Continuous
    • Set One-Shot Immediate
    • Set One-Shot Tweened rate
    • Warm up emitter (pre-create particles)
    • Set spawn Z position (on top or at bottom of particles)

    <h3>For Particle:</h3><div class="deshr"></div>

    • Set spawn angle, with random
    • Set animation randomly chosen from csv list of animation names
    • Set particle blend mode according to random animation that is chosen
    • Set spawn width/height/opacity if different from emitter
    • Set Gravity (for speed accel)
    • Set Accel (for speed accel - added to gravity, create local effects)
    • Set Speed to accelerate, like standard particle plugin
    • Set Angular Velocity to accelerate
    • Set detect solid collision (choose to Destroy or to Bounce)
    • Set global bounce factor for speed (bounce on Solid)
    • Set bounce factor per object (bounce on Solid)
    • Set particle to become an emitter object
    • Set following parameters to be tweened: angle, opacity, width, height, scale, rotational velocity, linear velocity, effect (params 0 to 2)

    <h3>Conditions</h3><div class="deshr"></div>

    • Is a particle

    <h3>For Emitter:</h3><div class="deshr"></div>

    • Trigger on burst tween end
    • Trigger on burst tween reverse

    <h3>For Particle:</h3><div class="deshr"></div>

    • Trigger on tween end for: angle, opacity, speed, width, height, scale, rotational velocity, effect (params 0 to 2)

    <p>Works with minfy etc but doesn't support game save. NB - this creates Sprites and, therefore, provides a similar performance to having other sprites in-game. All of the transformations can be given an immediate or delayed start time, so it's easy to make very complicated effects with just a few actions.</p>

    Use this topic to leave comments, ask questions and talk about Emitter

  • Very pleased with Box2D+ and your support, I already know I'll buy this one too.

    Thank you!

  • This looks very useful !

    Thanks!!

    I've created some instructions, which expand on the ACEs that are available and shows how to use them. Here is the link.

  • Here's something I've been working on for the last few weeks - a behavior that changes a Sprite into a particle emitter.

    Why? Well, you can't do any of the following with the Particle plugin and to create this behavior using events would tediously complicated and would be almost impossible to move between projects.

    Actions:

    For Emitter:

    Set Continuous

    Set One-Shot Immediate

    Set One-Shot Tweened rate

    Warm up emitter (pre-create particles)

    Set spawn Z position (on top or at bottom of particles)

    For Particle:

    Set spawn angle, with random

    Set animation randomly chosen from csv list of animation names

    Set particle blend mode according to random animation that is chosen

    Set spawn width/height/opacity if different from emitter

    Set Gravity (for speed accel)

    Set Accel (for speed accel - added to gravity, create local effects)

    Set Speed to accelerate, like standard particle plugin

    Set Angular Velocity to accelerate

    Set detect solid collision (choose to Destroy or to Bounce)

    Set global bounce factor for speed (bounce on Solid)

    Set bounce factor per object (bounce on Solid)

    Set particle to become an emitter object

    Set following parameters to be tweened: angle, opacity, width, height, scale, rotational velocity, linear velocity, effect (params 0 to 2)

    Conditions

    Is a particle

    For Emitter:

    Trigger on burst tween end

    Trigger on burst tween reverse

    For Particle:

    Trigger on tween end for: angle, opacity, speed, width, height, scale, rotational velocity, effect (params 0 to 2)

    Work left to do:

    Expressions

    Preview debugger display values

    Works with minfy etc. NB - this creates Sprites and, therefore, provides similar performance in-game. All of the transformations can be given an immediate or delayed start time, so it's easy to make very complicated effects with just a few actions.

    Here's a demo:

    demo

  • a) Yes.

    b) Each layout has a primary event sheet that is set in layout properties. Click once on the layout and you can change the main event sheet. You can create many individual event sheets on their own without associated layouts and include them in other event sheets. Have one unique event sheet for each layout if required, or share one if you want. You can then put the other common event sheets inside Groups by dragging them there like other events after including them. Then enable or disable the Groups as required if you want to change the event sheets at runtime. Duplicate inclusions are ignored, so it doesn't matter if you include one more than once (although you've possibly lost control of the order of events). It's quite robust...!