jayderyu's Forum Posts

  • I suspect the C3 webstite will just hold the news, but as noted in the browser address bar. The primary website is Scirra. So C3 will be a intro page, but once through the intro you will get directed to Scirra.

  • lucid

    Thanks for the wonderful write up. I added it to the document. Either as new features or to just re-inforce why certain featured. Very well written. Thanks

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  • In the end I would like to see 2.5d

    Play in a standard 2d engine, but have 3d "Sprites" for players or a few objects. but that's me. and honestly nothing stopping the engine now from 2.5d. Except that there are no easy tools

  • Sorry James. PlayMaker is not similar to Event Sheets. However PM is a Visual Programming Language. Mostly PM is about creating Objective State machines and Actions.

    You create a block, the block controls a line or group of lines that do something tot he object the PM Code is attached to. You create many of these blocks. Then connect these blocks with Triggers, these connections are visual so you can see lines. Define the triggers similar to a Conditional Event.

    I like PlayMaker as a State Machine, but I find visual tree's hard to organize for complicated objects.

    However. I know people want 3D. And while I don't think Scirra should develop 3D. Making sure that C3 could suport 3D in some form is a good idea. So in that end I'm building a request list. not for feature such as 3d, but for features that if someone wanted to do 3D such as QuaziGNRLnose. Should be able to so, and have the edit time features. I'm not saying Ashley will do anything on the list, but can't hurt. And maybe there will be some inspiration.

  • newt

    I like that suggestion. That's one of things about IDE control that I would like non Scirra developers able to do. IDE plugins.

    Animmaniac, shinkan

    We are soooo much on the same page. Much of the document that I'm writing is trying to tackle those issues. Not in a way that Ashley needs to re-write everything. but in a core way that those requests can be done. Either by Ashley or someone else.

    I have SceneGraph Object to be minimalist for such a use, and Behaviour drawing so that Sprite rendering can be done from a behaviour. I also listed behaviours and plugins to be able to draw and manipulate widgets.... so yeah. I think we are soooo much on the same page. However I can put most if not all in either as sample use or engine feature that I have overlooked. I also added Quadtree collision and Circle and Box collision objects.

    Great list, some covered. but good examples. Some need to be written up as they own section. Some are harder and I think will be added to a Wishlist. I would love Editime operations in a field, but I don't even see that in Unity . However I do see that in JavaFX.

    Keep them coming and please feel free to edit the document if any of you feel any part can be written better. I know I sure take no pride in my grammar.

  • PSI

    <boooooo, I had a longer post, but then I had an internet problem and lost it <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">, so i'm not going to go over it as much. >

    No it's not. I don't know if it's common knowledge or not, but the IDE core was not developed by Scirra. It is some one elses work. And that IDE has limitations. Ashley has mentioned many times do to limitations in this IDE there are features that will never come to C2. If the case was just Ashley enhancing the current IDE with X IDE features, then I'd be on the same board. However let's start with some examples.

    * There is no full input support from the current to the IDE. All we have is double click. The rest of the input is entirely handled in C++ IDE runtime which is developed by another orgnization.

    * The IDE does not allow the SDK reload. This means any change to the edit time files require the IDE to be started. It's only an inconvience, but it hits the work flow for plugin development.

    * IDE cannot support modularity. Ashley has made this statement. I don't understand how the IDE is related to this, but I suspect it has to do with limited GUI issues.

    * SDK cannot open/create custom windows. Such as custom animtion time lines(BTW Spriter, UDK, Anarchy, Unity..... all have have an animation timeline).. C2 cannot supprot these due to IDE.

    http://blogs.adobe.com/edge/files/2012/ ... mation.png

    also all above software support custom bezier curves where the curve data is stored in an Object variable

    http://answers.unity3d.com/storage/temp/2605-1.png

    I've been wanting scengraph object for 3 years, I have made a request, I have added this opinion many times. However it's never been done. So I can make a scengraph. However to manipulate a scenegraph effectivly you either need edit time gui widgets(C2 does no support) or a window tree.. I prefer a window tree

    http://www.pixelcrushers.com/dialogue_s ... rarchy.jpg

    * SDK cannot draw widgets to the edit graphics context.

    World viewable widgets. That show Spline path, and show AI pathfinding lines, but also show collision bounding box for a navmesh. These widget are all manipulatable in the editor. Not doable in C2 as C2 IDE does not support widget rendering or any mouse interaction with C2 drawn ctx.

    http://s252.photobucket.com/user/PaulTo ... s.jpg.html

    * No SDK engine access

    There is no access the internal engine elements. Such as handling sprite storage, file management....

    So there are limits now. As an example I want to use file journaling for auto updates, I made a request, but Ashley he didn't see enough value in this work flow tool. With Ashley not wanting to make it, and not having access to the engine asset management system. There is no way for anyone to make it.

    Also with no engine access. There is no way to create custom classes. There is no way to add new classes. I would love to create a class, then put the class on the EvenSheet like a variable. No engine access, no way to address on an SDK side.

    In the end. The tools that you haven't used. Would let you make games 100% faster, and 100% better quality. People moan that Unity games are good, quality is high, performance is excellent.... so on etc. The reason that Unity does so well.

    Good work flow tools because the IDE allows it

    Unity supports scripts that effect the engine and IDE

    Unity has integrated IDE Store which let's you download plugins right into a project.

    Unity has developers that can make Unity better on every level.

    Unity allows developers to overwrite Unity parts that don't work so well.

    C2 does not support any where near the the work flow tools of Unity and cannot with the current IDE

    C2 SDK has no ability to effect/affect? the IDE

    C2 has no integrated store

    C2 is straight jacketed ability to improve c2(Ashley can make new windows such as TileMap, no one else can)

    and so on.

    Sisyphus

    C3 is an IDE rewrite. The IDE does see gradual improvements, but there are locked issues. C3 is the IDE rewrite.

    This rewrite will likely support OSX and Linux. I'm also pushing for the IDE to be written in JS on NodeJS or HTML5. That way in the future it's possible that C3 could run on a web browser. Or at least have hope to migrate to Web in 10 years.

  • Aphrodite

    I'm not sure how to relay this. As far as I know as soon as an Object is created. The ES following the creation of the object directly refer to the newly created object. You can also use OnCreated Event for an object for doing that pick.

    However, you are right on a few occasions I create an object but needed to SOL Pick the object immediately. I'm not sure how to convey this issue, but I'll think about.

  • PSI

    C2 is fantastic. However every time I sit to write a plugin I smash my head against C2 SDK limits. And this is where the cross roads are.

    Pure IDE developers only see the IDE and what's there. However C2 lacks many core dev tools and basic features that are often complained about. Not saying any one in this thread is complaining at all. There are so many tools that would reduce your development time by 50% and increase your quality of product by 50%. However what isn't known can't be missed. And that's the situation from pure IDE developers.

    However C2 is a fantastic tool, but I do develop Java, C++, Unity... blah and can honestly say that C2 lacks some common IDE game development elements.

    However I feel the problem isn't looking at C3. it's that Scirra has been hiring for 3 years and hasn't hired anyone. Scirra should hire 2 more people. Ashley and 1 new person to work on C3, and 1 new person to continuing making Plugins/Behaviors and enhancements. These enhancements would also benefit C3. This is how Unity operates. Team to work on current support, and another team working on Unity 5.

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  • Ashley and everyone else

    With the announcement of C3 on the horizon. I thought I would write down a list of mostly development flow suggestions. This is a Google doc editable by anyone. The idea is that anyone who has a suggestion that enhances C3 should be able to write them in a location for everyone to find.. Now I had started this shortly before the announcement and have only worked on the doc here and there. So it's still an early work in progress. Feel free to make corrections or clarifications by leaving a comment.

    But everyone feel free add suggestions that mostly target

    work flow

    architect design

    and overall game design improvement

    and not suggestions that can be done now, especially if it's a plugin. Also these suggestions should be inspiring so that Ashley and staff know that if he doesn't want to create the feature, to allow C3 be workable enough that others can do the feature themselves.

    https://docs.google.com/document/d/1pNRLro04cVYz6f2MUDT5ycDTKHOASVwDEPAI717ZGe8/edit?usp=sharing

    I've also put the link in my sig

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  • I disagree with all of this.

    Pins and Containers should be removed and replaced with

    Object SceneGraph [ http://archive.gamedev.net/archive/refe ... index.html ]

    and

    Prefabs [ http://docs.unity3d.com/Manual/Prefabs.html / http://en.wikipedia.org/wiki/Prefabrication ]

    I cannot express how majestic scenegraphs are in regards to object relation and prefabs are to the convenience of complex game object duplication.

  • Televangelist

    There was a flood of users that came in when MP plugin was released. However most of them left. Ashley, myself and others have pointed it out. MP frame of thinking is just so different that everyone who has jumped in with no prior experience just sunk.

    While I agree that C2 needs more advertisement and that would increase users. I suspect most will just sink and then complain. C2 MP Plugin does an amazing amount of work with only a few negative parts. However Plugins can only carry the complicated load. The part that that C2MP presents to users is in fact simple in comparison to what's happening behind the scenes, and most people still find that hard enough.