Jase00's Forum Posts

  • You can see the cost per month (or per year) on the Construct website when you go to purchase it.

    If you paid for 1 month and exported a game to android and uploaded to the android store, then after 1 month, your game will still remain on the android store forever, but your access to features in Construct will go back to the "free" version, meaning you will have restrictions such as limited number of events, and won't be able to export to android until you pay for another month. You can still open your project and test it and make other changes, but will be limited.

  • Thanks for the recommendation! Plenty to read and keep me busy.

  • Unrelated but purely curious, what project reasons do you stick with r225? Perhaps there's good reason and maybe others might need to consider it, but can't think of a reason off top of my head.

    I think one of the recent updates added a UID option that helps with github-related stuff, may be relevant to you.

  • Wow that was an unexpected and extremely useful list! Thank you!! And thank you for the insightful wisdom, it's genuinely appreciated.

  • Maybe resizing the canvas is the best thing to do since it drastically improves performance. It's kinda like playing any game on a low-end device, lower screen resolutions give massive gains (along with disabling anti-aliasing, but that's not relevant here).

    You could try using "set fullscreen quality to Low" and use the system action in events called "set canvas size" so you can halve it or something (though this might mess up UI). But even if it messes up things when halving it, at least you can see if it performs better and is worth designing around different canvas sizes.

  • Ahh I follow, thanks for the input! It probably explains why chatgpt kept saying most math functions can be used for a level up system, which seemed unusual. Like you say, most things can be done in more than one way. I suppose a lot can be achieved with basic operators anyway, and what matters is if the end result looks correct regardless of how it's achieved.

    I haven't touched the different math operators I listed for like 15 years. Maybe I was hopeful something would unlock a whole world of usefulness, much like sin/cos unlocking the world of angles and circles. I have a rough idea what they do, maybe one day I'll come across a use case within game dev.

  • Thanks for ideas. I guess I was curious at the more fundamental "what could it be used for" then work backwards from there. Like E.G. Exp(), we can punch some numbers in and use this and observe it is a value that gets... exponentially higher depending on the value you input, but then what I am curious about, is where in 2D game mechanics might this be used?

    I asked chatgpt (rather not, it's cooler to get ideas from people) and it gave lots of examples but I don't trust if it's true. Some were true, like it said sin/cos can be used for a pendulum motion. But then it said log() and exp() could be good for either a decay system, or an RPG levelling system to set the next goal for experience points to reach. Even if this was true, seems like you could just achieve the same effect with multiplication, is there a situation where its better to use exp/log over multiplaction perhaps? Is there a situation where exp/log must be used to achieve an effect/motion/etc.?

    Why would you use ln(), why would you use unlerp() (I've seen unlerp somewhere once, but can't recall what game mechanic it was for).

    I suppose I ask this because my mind sometimes grasps things better when I imagine a result, then work backwards deconstructing it from there.

  • I was curious what uses there are for different math functions.

    Like take trigonometry, sin() tan() cos(), all very good for getting angles between 2 different positions, and moving objects in a smooth sinewave motion.

    What uses in gamedev are there for log(), or using powers or square roots, etc.? I'm curious to learn!

    Bonus points if it's useful for something unachievable with what C3 already provides (e.g. Sin/cos to move a sprite at an angle is already possible with the "Move At Angle" action, so not best example).

  • Interesting and useful to know, I'll stick to decision to pay for the development of that nwjs node module plugin. It does sound much cleaner with Webview2 overall, hopefully it evolves soon enough.

    Lacking the knowledge of how this all works, don't suppose there's any sort of interactivity between Webview2 and the local machine, similar to how "node modules" provides interactivity beyond the NWJS window?

    The node-module plugin I was hoping to acquire would essentially communicate with a local application that the user would have running in the background (the app coming from an official company).

    Again I lack the knowledge, but lets assume this company provides a C++ API to communicate with their official local app. Could there be a way for C3 Webview2 exports to take advantage of this and allow us to do API calls through C3 events, thus communicating with an application on the user's local machine?

  • I took a peek at your project - Just a guess from a quick look, but, I think perhaps LocalStorage is being used incorrectly.

    Usually you would use a "Get Wardrobe4" action within your "On Created" event (You can then use "Wait until previous actions" and then set the bee animation, all in 1 event, no need for triggers!)

    Currently, the only "Get Wardrobe4" event is placed within a LocalStorage trigger event. Trigger's will never run unless an action elsewhere prompts the trigger to run

    If you have Discord, I am happy to try and help out, and there is also the community Discord where you might find some assistance too.

    EDIT: On more thinking, if you did use "Wait until previous actions", then that wouldn't take into account "On Exists" failing - Perhaps it's worth setting a default value for LocalStorage at the start of layout, so it will always have a value and will never need to check "On Exists".

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  • > Would Electron be a worthy temporary solution until WebView2 is supported on all desktop OS's? Though I guess this would just move us to a bunch of different potential issues, or maybe even the same exact issues as NWJS. Or maybe another alternative altogether, just to tide us by if NWJS is not seeming to resolve major issues?

    I don't understand why you decided to discard this idea. Electron is still the industry leading standard and widely used to distribute desktop apps with many active developers and guaranteed long-term support because of its community.

    Node Modules which the Greenworks addon relies on aren't supported by Webview2 either. I'm not aware of any alternatives besides using the feature incomplete Steam Web API.

    Ashley I'm aware that this could be one of those "grass is greener" situations but has this ever been on the radar for Scirra? Electron is feature complete, supported by Greenworks and has on-par performance with Webview2.

    Very good point, later this year when my finances are better, I was planning to spend money for a 3rd party dev to create a node module addon, they've looked at this and said they can do it, but I did not consider this at all - that I could pay for this but subsequently lose this and all ability to achieve what this plugin could achieve if WebView2 was the only export option. (If nwjs was deprecated but still possible to export to, then, well, I would rather not use it, I want to be up to date and using the most recommended approach that works best - but then no node modules...).

    It's all tricky to think about, my project in particular is over a year in, and heavily relies on NWJS plugin. I could move it all to file system plugin but that's a huge project in itself since the actions/conditions are not one-to-one replacements. I wonder if electron would be pretty much identical to NWJS with it's read/write actions and such.

  • No..

    I don't use any caracter above.

    I've also tried renaming the project without the character. But the result is the same, I can't export the project.

    Although it only seems like a warning but should still export - In the list of forbidden characters, the first character is a space, and your project indeed has 2 spaces in it. Have you tried without any spaces? And when you do try, do you still get this error about using these characters, or a different error?

  • You can have a layout that has many different "windows" created (for pause, graphics options, etc), where you position all your buttons and options onto a "window" sprite as a hierarchy, and give the window a template name, such as "Menu_Pause".

    Then, at any time, you can create the window object with the template name, and make sure to tick the option to spawn the entire hierarchy when creating the window, and it will spawn as expected.

  • Great detail, very good points raised, thanks! The temptation increases.

    Yeah you're right, sorry to have made a random point about addons on your post since its indeed a different topic, upon reflection it's probably very unlikely anything would somehow break these two plugins, even if the recent UID shuffle option was just added, I'm guessing would have still worked fine after (and ofcourse you're deeply interested in C3 so you'd be there to sort it out if it broke). I'm sure these two particular addons are probably not deeply interwoven with weird hacks or anything.

    Back to the topic: Does it work when you add multiple JSON+ behaviours onto 1 object? I am guessing it will work which would be excellent news, but I understand some other behaviours don't work this way (e.g. Physics shares collision filtering choices amongst multiple physics behaviours on 1 object).

  • Yeah, and also sometimes official plugins might appear, much like dynamic layers when there was skymen's 3rd party layer addon - Assuming the features were identical, the 3rd party addon is probably more likely to be abandoned after this, thus needing to invest time replacing events over to a different addon (especially if an update breaks the abandoned addon). That's just the way it is I suppose, weigh up the risk and reward.

    Smaller addons or effects aren't a big deal to use if they lost support, but I could see myself using both these plugins deeply within my JSON-heavy picking-heavy project, making it a big commitment. Though being a paid addon gives you more hope it will be supported for a long time.

    None of this is a prediction of how Overboy will handle things, but just mixed with excitement and apprehension.