GenkiGenga's Forum Posts

  • Well, I did!

    And after toying with it for a few days it isn't as bad as I thought. The new search feature covers multiple event sheets so it isn't as bad splitting things up if an event sheet gets too bloated to work with.

    First impression of the full version of C3 is great. Glad I finally got on board. Good job Scirra!

  • I do Newt, thank you. I guess I could completely restructure my project but at what point does it start to become sluggish? I guess it is based on your machine but I'll find out myself.

  • Ah that is a shame, thanks guys. Really hope that can be fixed/improved soon because at this point it is the only thing holding me back from c3.

    Either that or abandon my love of long event sheets eh? :)

  • Hey mate, it looks as though you don't have any events that cover if the player breaks line of sight.

    The first two are collision conditions and the next two are for when the enemy has line of sight. Add one more and inverse the "has line of sight" and set it to a new trigger.

  • Hey all.

    Has anyone noticed any slowdown in the c3 editor with large projects?

    When I use the trial with a fresh project it seems responsive but when I import my game (currently around 6000 events) it becomes impossible to work with. Mouse scrolling is jerky, long delays between switching layouts/event sheets etc.

  • I absolutely love C2. Have been using it since early access and am currently working on a big project with it. I do intend on switching to C3 at some point for the export support among other advances but doesn't make much sense to do so while I am primarily working on graphics assets.

  • Hi exedys, sorry for the late reply mate.

    Decks and inventories do save to local storage. As for trading and card packs, while it isn't something especially hard to add, it's the security that would be the concern so you will want to be careful when you implement it.

    Once you connect the game with a 3rd party platform that handles transactions it won't be a big deal.

  • Hey guys.

    I have had my head down for a while working but I have some 'late to the party' feedback on the new forums. It looks good but I feel like it is way too bright. Both the background and the red font.

    The old colour scheme was really easy on the eyes. Maybe I am just getting old and resistant to change but thought I'd share my opinion.

  • Hey mate,

    The best way to get in and learn c2 or c3 is to just get in a learn :) in my opinion anyway. Start small, then try and build something big, get stuck, pull your hair out trying to find the problems etc

    Most questions you will have someone else has probably asked so making good use of the forums will help.

    Here is also a big list of tutorials you can still access.

    scirra.com/tutorials/top

    Whichever approach you take I hope you have fun.

  • Awesome.

  • Hey Kujoe, what differences have you been seeing?

    As far as I know there is no difference at the moment between the two.

  • Huh! Ah ok, yeah I had no idea about that. Definitely seems like a bug. Nice work with that, I'm sure you just saved me some trouble down the line.

    Edit: I just went back and checked the manual again and it does say at the end of sync variables that it doesn't work for text instance variables. So I guess it's working as intended. Still good to know.

    Re the 255 limit, I tested this as well and it worked for me (just had the host sync a number variable and increase it as time went on). Was able to exceed 255 in chrome. What browser are you using to test?

  • Any time,

    Shouldn't affect the sync whether the object is on screen or not. I am guessing you have an event that isn't triggering because the pick condition fails for whatever reason. It's always frustrating dealing with bugs like this but it is good experience in the long run. Stay determined

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  • No worries Steve.

    I think Ashley mentioned it was by design (families not being able to sync variables but I could be wrong).

    If you tried syncing the sprite itself and the instanced variable (not the family variable) and still no go then that is weird. I just double checked the ghost shooter demo to be sure, there is more than 3 synced variables actually - and it is working properly there.

    Recreating the problem in a minimised cap.x and then seeing how your project code is different once the issue is resolved is an awesome way to squash bugs though.

  • The host will destroy all objects on the end of layout, but say the peer switches to a new one before the update from the host to destroy is received. In that case the synced objects can carry over into the new layout at the position they were in. In my experience it is a bit random so best practice is to wait a little bit to make sure it goes through by manually destroying them first.

    Any easy way to number your enemies would be with an instanced variable "EnemyNumber" and a global variable (number). Call it "EnemyCount".

    On the host side whenever you create a zombie, add one to EnemyCount and then set the EnemyNumber variable to the global variable.

    On the peer side (if you dont want to sync the variable) you could use the "On Created" system option and use the same technique. Might need to double check this works every time, not sure if there is potential variance with the order objects are spawned using the sync method with a large number.