Jaydon's Forum Posts

  • The licensing is something I won't do with. If you ask for 200$ one time, that is still better than yearly subscription fees.

    Scirra is no Autodesk. Their tool has not produced any AAA games. Even autodesk has kept the pay once license model as an option.

    What will end up happening is alienating the hobbyist userbase without actually getting any pro users- because unity and the other engines are more accessible and there is no timer limit as to how long you can use them or upfront payment requirement for rent.

    You can download and use it - all features included - for free.

    as stated earlier - Unity offers services to pro users , but those are OPTIONAL and you will have no use of them unless you are working on a project with a huge team anyways. You pay when and if you start earning, not before.

    Doing this announcement without any amazing features to back it is pretty cocky

    We will have to wait for Scirra to announce more of it's services. Since the beginning Scirra has been really good at making C2 accessible freely with feature that satisfy low level entry hobbyists. Then making things like debugging, unlimited event sheet and commercial publishing as paid options for game developing professions.

    Here's the problem that needs to be addressed. They made the editor go cloud and browser-tech based, which means they have to pay for things they never had to pay which is server, bandwidth and such costs. None of this subscription would have been a final decision by Scirra if the editor isn't hosted online and used through a browser. Then again if it wasn't, then the editor will still stay on Windows platform because of the small team.

    It's easy to bundle the cloud services with the editor and place a price tag. I believe the price can be lowered by placing optional toggles for cloud services. Then again if the editor was deeply integrated and designed with the cloud services, we still have to pay the price for it. This sounds like a transition from desktop to the internet, which they believe future software should be able to run from anywhere. It's a great concept and a great start for the future 2017 onwards, but there is a painful decision to be made here to go subscription based model just to profit. Scirra might not be Autodesk, but the transition to use the cloud as a platform is another cost they have to deal with like never before.

  • > Ffs Unity is subscription based so stop posting this stupid argument.

    >

    There's a difference. The free version is fully featured which means you can use it for whatever whenever you like and then upgrade to pro once you start making money with it.

    I don't mean to bash on Unity but they didn't give a fully featured access to the free version. We only hope that C3's features will be more accessible than Unity in it's so called "fully featured free version". Just look at collaborations, custom splash screen and limited debugger.

  • So hype for the news yet with mixed feelings. I don't know about you but I need to be mentally prepared for C3, that's all. If you are like me having these feelings, here is what we should sort out first.

    1. Ashley is a genius and I believe that is a fact. (Most probably I'm dumber that's why)

    I still remember the days of people bashing on C2 on the idea of just HTML5 export so this is not new either. There is always a workaround when you insist a web technology-based game to work outside of its web environment because it claims to run everywhere, no-brainer. The fact that everything that was announced surprised me (maybe gave me some heart attacks), is a good thing. That shows C3 is uniquely prepared for the future.

    2. Multi-platform (perhaps even on a tablet)

    Announcing it being multi-platform while able to make use of a small team sounds impossible at first, of course until you knew that the engine itself ran off a browser. THIS IS AMAZING! Have you seen Electron applications? Even itch.io and the likes works off a browser. Trust me, a lot of these tools can work offline and I can guarantee that. Plus, you get updates for the offline mode pretty easily with not much setups and installations than just a quick refresh.

    3. Extendable editor plug-ins

    For some obvious reasons, if C3 can run offline (which it could), then whatever plug-ins or extensions off the Scirra asset store can be done. So no need to worry about that. Besides, you can even make these plug-ins using the event sheet in C3 and that itself is also possible.

    4. SUBSCRIPTION??!!!

    This hit me the most. Not because they changed their monetisation model but because people keep complaining that Unity isn't subscription based so why is C3? Ffs Unity is subscription based so stop posting this stupid argument. With that said, C3 comes with a lifetime free license just like C2. And for personal license is just 2 dollars per week. I come from south-east Asia and I still think this is cheap. Very reasonable. I can cancel anytime when I'm broke. This is not a tool that I consume but to generate income, mind you.

    5. Cloud services

    Dropbox is what I use to keep ALL my projects. I even use it for simple auto-versioning, so I could revert anytime I want. Having C3 to keep my files, compile my project for testing is really fast and convenient. No need to worry about any local storage issues, uploading/downloading times off Dropbox, or even the dreadful compiling times. For me I trust Scirra for storing my projects so I'm fine with it.

    Construct 2 is my go to engine besides Unity and Godot engine. I will look forward to C3 and I hope you guys will too! What do you guys think?

    P.S C2 has a mechanical cog wheel but C3 has a magnetic gear! Much innovation

    Please refrain from using the elevator just in case you might get stuck and no one to announce the news.

  • Ashley

    What about moving walls and moving platforms or move them on an axis every tick also counts as movements, which aren't meant to be used too? This might be a little too much to ask but my platformer works with climbing big moving wall-like platforms and seeing my player jumps higher on one side of it and shorter the other was really out of my expectation. I never made my player a solid behaviour either. Having my game as low resolution just augments this inconsistent effect even further.

  • Problem Description

    Make a plain Sprite with Solid, size it tall vertically.

    Then make a second plain sprite (any size) with just CustomMov/Platform/8Direction behaviour.

    Finally, move the first sprite with any method/way towards the 2nd sprite either left/right. (You can even get the solid sprite with any movement behaviour). Colliding it would push the second sprite with it, BUT notice it is not pushed in the same direction but rather upwards or downwards. Pushing it left would caused the pushed sprite to be going downwards and vise versa.

    *If you want to reproduce this with platform behaviour, have the gravity = 0.

    This bug was discovered when I was having my player jumping up with platform.vector y on a moving solid wall to the right will cause it to jump up super high and I wondered why it doesn't do that on the other direction to the left?

    Attach a Capx

    download https://www.dropbox.com/s/pxo1sejyezyhyr1/solidmovementbug.capx?dl=0

    Description of Capx

    A Capx with just 2 object sprites with behaviors as stated above.

    Steps to Reproduce Bug

    • Move the green tall sprite with arrow keys LEFT and RIGHT.
    • This will push the yellow sprite and reproduce the bug.

    Observed Result

    Pushed sprite doesn't get pushed in the same direction, but rather weird anti-clockwise results.

    Expected Result

    It should be pushed in the same direction! if it was pushed from the left, it goes left. And if it was pushed from the right, it goes right with it.

    Affected Browsers

    • NW.js: YES
    • FireFox: YES

    Operating System and Service Pack

    Windows 10 Home Single Language

    Construct 2 Version ID

    r241

  • I hope this behaviour gets some updates too.

    Current issue:

    The shake behaviour affects globally to any objects with this behaviour when either is triggered.

    Request:

    Triggering by individual instances.

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  • rexrainbow So you are implying Firebase would come to an end soon?

  • I have been relying on this service and now I have to either migrate or move on to another service.

    rexrainbow previously made the parse and firebase plug-in. What are the alternatives for Construct 2?

  • Did that a while ago

    Panning.capx

    middle mouse click to pan

    Yann Possible to adapt with different layout scale? Pan doesn't have mouse.X("layout"), mouse.Y("layout") which takes current layout scale into account. I want it to scroll absolute with the mouse in different layout scale. It will be great for implementing with zooming!

  • Spot on! That's what I'm looking for! This is really a hidden gem

  • At first I thought my 1024x1024 png was the cause and then I re-sized them and still won't work. Setting PNG re-compression to NONE seems to fix the problem.

  • I was so happy that I had this until I realized it just breaks my project in exporting. The exporter will stay stuck at the spritefont images... Anyone mind finding out about it? I can't figure it out why is it a problem?

  • Yann in your example capx, the player moves forward with any direction key is pressed. What if I intended to have the player change direction rather than moving forward. If the player faced the direction it is moving, it will then move forward on direction key pressed.

    Key hold more than x ticks - moves forward

    else - only change direction (no moving forward)

    I've tried different approaches to this but I've sort of stuck. Do let me know if you need more explanation. You can take Pokemon grid movement as an example.

  • I believe this happens to all keyboard input when it comes to loosing focus. In my case, any event that uses [When Key is down] will cause the key to constantly hold when looses focus even when the key isn't physically held down any more.

    EDIT* It may happen to consoles too