Jase00's Forum Posts

  • I'm hoping you took a backup of this project file before changing the C3 version numbers and such within the project.

    Its a useful way to fix things, but there can be potential issues, so just hoping you kept original file, took copy and started messing around with it!

    I'm spooked about the nwjs steam plugin by Scirra no longer being maintained. I do understand Scirra's side, yet another plugin to maintain when there's alternative available. I'd love to use webview and I did explore it, but just few reasons I cannot use it. I would willingly tear apart my project and replace all nwjs events for webview, but currently there's just a few pros to nwjs that win me over.

  • What image size are those big animations?

    Ofcourse it's up to you to design how you feels best, but just a quick warning:

    Think about Video player software - They don't preload an entire video into RAM, they buffer as the video plays.

    Dont forget: Image sizes when stored as files, they're compressed, but to display them ingame, they're uncompressed.

    Assuming the size of the images are 1920x1080, which is around 8MB of VRAM, and you have 50 frames, then that would be almost half a GB of VRAM.

    That's only 1 sprite, and will cause issues for players that have an integrated chipset, like many laptops have.

    If you have many unique sprites at same size and frame count, and they exist all at once and are not cleared from memory, then around 15 sprites would max out the VRAM of a GTX 2060,and around 31 to max out a GTX 3060. That's just these sprites, may be many other images in your game.

    Would be good to playtest this on some mid-tier computers, make sure it works there.

    None of this matters if you are targeting high-end only, or it's just a personal project lol

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    > I will have to reevaluate bread because it seems to keep rising in price.

    Sounds like you kneed more dough to afford the rising costs of bread.

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  • All posts here come from a place of commitment and/or love for C3 and Scirra. This manifests as fear, anger, panic, but it's all because we highly value C3.

    We are indeed all only human. I have faith that Scirra are committed to making the best game dev software out there, and they certainly have empathy with the frustrations of companies like Apple.

    High hopes for the future. Also absolutely LOVED seeing the recent C3 update with a handful of suggestions implemented, can't put it into words how excited that made me. I know that doesn't mean to expect it all the time, but yeah definitely made my day to see this.

  • Maybe this would be of use, but it is paid:

    construct.net/en/game-assets/addons/uid-anything-3723

  • People messing with undocumented internals causes disasters. This has happened. Who gets the blame, takes the reputational damage, and has to spend hours picking up the pieces and helping desperate customers whose projects are ruined? Us.

    This sucks and Scirra doesn't need this headache. But, isn't it a similar situation to any support request that Scirra receives: if a project has correctly-made third party addons and sends it to Scirra to fix, Scirra wouldn't touch these until the addons are removed?

    And if the person dissects their project to remove the addon and it happens to fix the issue they had, then Scirra prob would say "that's not C3's fault, try asking the addon dev"?

    Yeah there will be the confused individual, much like how people got angry at C3 with that recent Chrome bug that crashed when you typed a function name. Whilst stressful, it's not Scirra fault and the rest of the community stood up for Scirra during this time. Informed people were annoyed at Google, not Scirra.

    If there was 0 blame thrown at Scirra from users that are confused about a hacky addon breaking, would that ease this situation?

    I really appreciate that we have a last resort to achieve things, sometimes minor things like the 3D FOV stuff. Yeah, Scirra is likely to add this one day especially if in demand and not a major project, but priorities matter and this may be months/years and may not ever come. Feels very hopeful to have a chance to have a feature even if it has a risk of breaking.

  • Could you share a screenshot of your project statistics? Right click your project's name, view statistics.

    This will tell us how big your project is.

  • In an ideal world, I wouldn't touch third party addons with such a risk attached to them, but I want to make the game that I envision, that's what matters most of all.

    There was a missing setting that I mistakenly reported as bug (as it was deemed a feature request). It's not an big feature, just a setting not exposed.

    Might get lucky and post the suggestion and it gets upvoted, but what if it's a niche feature, yet required for my project? No chance. It seems risky to "wait months and it might get added".

    But then I contacted an addon dev and they solved it within minutes! But the solution uses undocumented stuff and they warned me of the risk. But, it solved my issue, and I can now continue making my game.

    The addon dev is my line of support for this solution. They warned me of risk, I know to go and pester the addon dev if a C3 update breaks the solution they gave me.

    Would always immediately switch to the Scirra-provided solution if it gets added.

  • I gotta admit it's kinda spooked me too.

    I had some suggestions that aren't popular and may not get implemented by Scirra, so community members have assisted, where their solution uses a few undocumented things, mild things but it gets the result I need.

    I know the risk, can break any time, but it's nice to know I could try to ask the community to help again if it did break.

    Whereas if an update for C3 dropped and it obsfucated those things, then this would permenantly prevent me from having the result I previously had.

    I guess if this really has to happen, I will need to resist urge to update and remain on last working version of C3, but I like being a beta tester and playing with cutting edge stuff!

    I get the risk but would feel painful if things broke, not because a new C3 feature broke it and could potentially be fixed, but because an active choice to obsfucate thing permanently breaks it, would feel very hopeless.

  • If you are building often because you need to test nwjs features, then you can use the remote preview tool here:

    construct.net/en/forum/construct-3/general-discussion-7/construct-nw-js-desktop-app-131317

    Not sure if it's the perfect solution, I'm not sure if you have a huge project with 100's of MB of images and this tool might download the huge project every time you preview, but might be what you are looking for.

  • Please comment Ashley . It seems a lot of work is going on by Mikal to help expand C3. The least you can do is take a minute to respond.

    I do agree, but no need to ask Scirra to comment, they'll see it, it's the most upvoted suggestion ever!

    I feel if they gave special treatment to someone that works very hard, then this would set a precedent to always comment on any 3rd party dev that works hard, else upset certain devs if they worked very hard but then Scirra avoid commenting. Better to treat everyone equally and however Scirra choose to handle suggestions (whether they check them out every month or 2 or whatever).

    We are all excited and at the edge of our seats to see a response - it will come!

  • (My apologies for weird formatting, couldn't get newlines to appear properly when I wrote this out).

    I wouldn't use UIDs, as they differ depending on when objects are created

    Say player 1 plays a game, then goes back to title screen and decides to host. And player 2 has freshly opened the game and joins immediately. Then player 1's UIDs will be higher numbers than player 2's. Even more true if you use the project setting to randomise UIDs.

    Its best to make your own ID system with instance variables.

    If you want a very basic "on click, send mouse x and y" then have some events:

    On click, and Is host

    multiplayer>broadcast message:

    Tag: ClickXY

    Message: mouse.x & "," & mouse.y

    ----------

    On click, and Is host (negated)

    multiplayer>send message:

    Tag: ClickXY

    Message: mouse.x & "," & mouse.y

    ----------

    Lets say you clicked at x=100 and y=200, the above expression will send a message that might look like this, two numbers with a comma between:

    100,200

    ----------

    Then add another event block for "on message ClickXY received", when it's host, let them broadcast the message so it reaches other players (if more than 2 players exist in your game).

    And on message ClickXY received (no need for "is host" as we want this event to apply to anyone), set instance variables for storing the coordinates, say we have variables called XMouse and YMouse:

    Set XMouse to float(tokenat(multiplayer.message,0,","))

    ----------

    Set YMouse to float(tokenat(multiplayer.message,1,","))

    ----------

    The tokenat() expression looks at the message (say the message is 100,200 ) and uses a comma as the separator, and the number 0 or 1 is "which part of the message to get", 0 being before the comma, and 1 being after the comma. "Float" means that we want this message to be read as a number rather than text (If you send messages that you want to store as text, you can remove "float()")

    Hope this helps!

  • It's beyond me as I do not know anything about addon development, but, are you using developer mode? Maybe you already are, but wanted to mention just in case!

    construct.net/en/make-games/manuals/addon-sdk/guide/using-developer-mode