Jase00's Forum Posts

  • Perhaps it's my lack of understanding of Javascript, but I can't get this to work - Infact I can't get any of the video properties to change, including "Volume" or "currentTime".

    let inst = runtime.objects.Video.getFirstInstance();
    inst.x = 200;
    inst.currentTime = 0;
    

    If I do that, I see the Video get moved to X=200 which is good and proves it is picking the Video object fine, but I can't seem to change any properties of the video (I've also tried inst.Volume = 0 ).

    I should really re-read Ashley's in-depth Javascript tutorial to understand this better, but as I was so close with successfully setting the X position of the Video object, it must mean I am REALLY close to being able to set the playbackRate.

    My next method to try and figure this out, is to try and do something with the Audio plugin, as I remember reading about the "audioContext" stuff.

    Could it be that Video is not scriptable as of now in C3? If so, is that the same for many plugins? Do the devs of C3 need to expose each and every property for each plugin? I ask, as I want to try to understand if this is more "Scripting unlocks almost 100% freedom" or "Scripting requires the C3 devs to implement what you need".

  • I almost could see myself doing some event sheet view stuff on my phone in portrait mode.

    I just wish they could add a quick and dirty "drag events" for touch devices. Maybe like the leftmost 32 pixels acts as a "drag event block" to touch input, and touching anywhere else on an event block could behave as it currently does.

    Besides that, and after switching to a keyboard without auto-correct, the event sheet view is actually really usable on a phone!

  • Hey, thanks for the idea! I'll give it a try when I get home.

    I lack javascript knowledge and was reading about the Audio API, and I assumed it would work similarly with Video. I will find out later!

  • Ayy,

    I was curious, is there a "playback rate" for the video plugin? Is it possible to expose this via scripting?

    I'm making a lil rhythm game, and the audio playback rate can be adjusted to change the difficulty of the song. The backgrounds are sometimes muted videos, but I can't think of a workaround to get the video to play faster/slower.

  • Heyy, what browser do you use? What plugins/addons/extensions do you use on your browser?

  • I wonder if a tick box could be added in the animation editor, named "Skip frames if animation speed is beyond framerate" (or something more concise!) and default it to "Off" which prevents it from affecting old projects, but allow everyone to choose to have it going forward.

    One for the suggestion pile!

  • Maybe it's about reputation and trust. Valve gave access to the source code of their major games, and unfortunately the code ended up being leaked. Even a huge company like Valve trusted people with their source code, and the people they trusted failed to keep it private.

    Another thing to consider - what if someone just "looks" at your finished game, and they make a new project and try to copy your game from scratch, WITHOUT your capx? How would you respond to that? We are game devs, we look at games and we can deconstruct how they work, so it's not impossible. A group of people managed to recreate Super Mario 64 with no source code at all (altho it took a huge amount of time).

    On a similar topic - How would you respond to fangames? Fangames are a popular area, and a lot of people get very upset when fangames get banned or closed.

    Here's what I would do to try and protect my project that I must send to a company or share:

    Upload a video recording of your game, including you editing it in Construct, onto a long-existing website (e.g. YouTube). Keep it hidden/private. This is just to keep as evidence in case anyone tried to steal your work (you can unprivate the video, and it will have a date stamp of the upload date that is impossible to fake).

    Keep copies of your saved capx file throughout development. You can then demonstrate the stages of development if you needed to prove this.

    If you have a community/fans, and you have a good reputation, then you can bet that your community will defend your ownership online and will leave negative comments on any content that is stolen from you (whether you like it or not, as they adore your game - I am not suggesting that you tell your community to defend you).

    Hope any of this is useful!

  • It's understandable that seeing games that are "selling well" is a way to determine if C3 is a professional game dev software, but that could give many different results - What if someone produced a really generic basic looking game, but it's generating a lot of money due to the developer designing it to be addictive? What if someone made a beautiful huge RPG game with many complicated systems, but they failed to market themselves well and aren't making as much money compared to some random game made on Unity?

    I'd frame it more like "How accurately can C3 produce the idea that I am thinking of?"

    What project idea have you got? Is it a huge RPG game, or a basic idle game that is very simplistic but addictive?

    Do you want to produce games for Windows/Mac/Linux? Android/iOS? Console?

    Whatever your idea is that you want to create, ask about that.

    I am someone developing for Windows/Mac/Linux, on a variety of different projects (platformers, rpgs, rhythm games), and I can say that I'm having a GREAT time with using C3 and the results it produces, even when it comes to performance.

    As long as you have an understanding of game dev logic (the same game dev logic that applies to ALL game engines, such as Unity). Game dev logic such as "don't put a shader effect on a sprite that you will have 100 instances of (instead, put the shader effect on a layer)" or "Don't test for collisions endlessly for many instances" and such, then you will have a smooth experience, I can assure you. To be honest, if you're targeting Windows/Mac/Linux, you can get away with these "game dev logic" issues a bit more, since PC's are so powerful.

    I'm less familiar with the experience of Android/iOS, and I am aware console support is a bit eh as of now, but maybe some others can chime in with this.

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  • To solve this, you can put all your "mouse objects" into a family.

    Then, you do your mouse events like "is cursor overlapping family" and also add 1 more event "pick top/bottom family" and choose "top".

    This will only pick the the top sprite if multiple sprites are overlapping.

    Hope this helps!

  • I've found the problem! I'll post bug report soon -

    Saving as "Project folder" is broken in the latest beta.

    Go into C3, open Kiwi Story, save it as project folder, and upon completion, you get the same error as me (and it persists after refreshing C3).

    The really strange thing is, when I opened the new beta earlier today for the first time, I didn't even open my project yet, and the error appeared at the top of C3. Maybe C3 doesn't like the "Recent Items" history if it has a project folder? Who knows.

    Since it pops up, I can copy the whole error from triggering this in Kiwi Story:

    Error report information

    Type: unhandled rejection

    Reason: Error: missing placeholder '{0}' in string substitution Error: missing placeholder '{0}' in string substitution at Function.ip.fTa (https://editor.construct.net/r278/main.js:1008:245) at q8b (https://editor.construct.net/r278/main.js:1027:477) at Function.f.q0 (https://editor.construct.net/r278/main.js:200:274) at window.aic.Idb (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:9:342) at xib (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:4:177)

    Stack: Error: missing placeholder '{0}' in string substitution at Function.ip.fTa (https://editor.construct.net/r278/main.js:1008:245) at q8b (https://editor.construct.net/r278/main.js:1027:477) at Function.f.q0 (https://editor.construct.net/r278/main.js:200:274) at window.aic.Idb (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:9:342) at xib (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:4:177)

    Construct 3 version: r278

    URL: editor.construct.net/r278

    Date: Tue Jan 11 2022 16:47:11 GMT+0000 (Greenwich Mean Time)

    Uptime: 30.1 s

    Platform information

    Browser: Chrome

    Browser version: 97.0.4692.71

    Browser engine: Chromium

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 12

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/97.0.4692.71 Safari/537.36

    C3 release: r278 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 2060 Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.14.9729)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • I will make a bug report, it's a bit worse than I thought!

    I literally wiped Chrome, just felt like it, so fresh Chrome - I installed my addons into C3, set my theme, opened my main project, and as soon as my project loaded, I got the same error BUT it appeared in a popup window, instead of weirdly placed at the top...

    ...so I refreshed, and the same error from my original post is back, with the error appearing along the top of C3. It's like my project corrupted C3 or something.

    I will make a bug report later, and I will try and reproduce it in a small project and everything. Interesting...

  • Huh...Incognito worked.

    So I went back to my regular Chrome and I started deleting addons 1 by 1, refreshing in between, and I still get the error. I turned off "Enable experimental features" and still get this error. I can hop back to an old version of C3 and the error goes away.

    On the incognito, I started installing all my addons (only about 3 addons that I use), refreshing in between, and it worked fine, no errors. I applied the theme I use, refreshed, no errors.

    At least that's likely an easy quick fix for me, just clear my cache and start over. I use Chrome only for C3 so it's super easy for me, but I wonder if anyone else will get the same error (usually I update to beta for months and months and never had errors appear like this).

    Sorry for not going through the normal bug report route - I was trying to be super speedy thinking that it might be a "hotfix" moment.

    If there's nothing else you'd like me to try, I will clear my Chrome cache and try out the new beta :)

    EDIT: I took screenshot of the console (I have no addons in C3 at this point) between r278 and r276.2. Only slight difference, but just in case it's useful:

    drive.google.com/file/d/1kQh6gzqs9QYVvSqV124YeZdi8MqeWuJ4/view

    Platform information

    Browser: Chrome

    Browser version: 96.0.4664.110

    Browser engine: Chromium

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 12

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/96.0.4664.110 Safari/537.36

    C3 release: r278 (beta)

    Language setting: en-US

    Local storage

    Storage quota (approx): 279 gb

    Storage usage (approx): 168 mb (0.1%)

    Persistant storage: No

    Browser support notes

    This list contains missing features that are not required, but could improve performance or user experience if supported.

    Nothing is missing. Everything is OK!

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 2060 Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.14.9729)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions:

    EXT_color_buffer_float

    EXT_color_buffer_half_float

    EXT_disjoint_timer_query_webgl2

    EXT_float_blend

    EXT_texture_compression_bptc

    EXT_texture_compression_rgtc

    EXT_texture_filter_anisotropic

    EXT_texture_norm16

    KHR_parallel_shader_compile

    OES_texture_float_linear

    WEBGL_compressed_texture_s3tc

    WEBGL_compressed_texture_s3tc_srgb

    WEBGL_debug_renderer_info

    WEBGL_debug_shaders

    WEBGL_lose_context

    WEBGL_multi_draw

    OVR_multiview2

    Audio information

    System sample rate: 48000 Hz

    Output channels: 2

    Output interpretation: speakers

    Supported decode formats:

    WebM Opus (audio/webm; codecs=opus)

    Ogg Opus (audio/ogg; codecs=opus)

    WebM Vorbis (audio/webm; codecs=vorbis)

    Ogg Vorbis (audio/ogg; codecs=vorbis)

    MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5)

    MP3 (audio/mpeg)

    FLAC (audio/flac)

    PCM WAV (audio/wav; codecs=1)

    Supported encode formats:

    WebM Opus (audio/webm; codecs=opus)

    Video information

    Supported decode formats:

    WebM AV1 (video/webm; codecs=av01.0.00M.08)

    MP4 AV1 (video/mp4; codecs=av01.0.00M.08)

    WebM VP9 (video/webm; codecs=vp9)

    WebM VP8 (video/webm; codecs=vp8)

    Ogg Theora (video/ogg; codecs=theora)

    H.264 (video/mp4; codecs=avc1.42E01E)

    Supported encode formats:

    WebM VP9 (video/webm; codecs=vp9)

    WebM VP8 (video/webm; codecs=vp8)

  • Opps, done, thanks!

    EDIT: Could very well be a plugin or theme or something, but this has never happened before when updating.

    EDIT 2: Also, I can't expand this error or anything, that's all I can see. It lets me continue to use C3, but that's as far as I tested.

  • Hello, just a quick note (Bit tied up to make bug report) but the new update gives me a strange error message instantly (It's strange, because the crash handler doesn't popup, but is at the top).

    drive.google.com/file/d/1CNCLmlHVD4Dlt5gnXcgBE0MCqwFkUdfU/view

  • Yeah, I'd avoid using "Local storage" to store your project files. You could accidently delete your local storage projects when you do your "last hour" cleanup in Chrome.