oosyrag's Forum Posts

  • So a reddit type voting system would be only up to one vote per suggestion, but unlimited suggestions. Would definitely need to be combined with a way to cull low quality/popularity suggestions. It's easy for anyone to make hundreds of suggestions, but no one really wants to read and respond to all of them, much less actually implement or try to convince or explain why it isn't feasible (which doesn't necessarily have a straight answer to begin with).

    The main disadvantage of that would be that small, easy to implement features (the ones most are actually likely to be implemented within a short timeframe) would often get lost if they are not of universal interest. And then the response to big huge features, most likely to be the most popular and usually not well definitely in scope, would simply be that they don't have enough time or resources to implement it in the near future. Those ideas would just sit on the back burner and lead to more potential frustration.

    Then there is the problem of gaming the system with multiple accounts or bots, which I like to believe isn't actually a problem... But then things like spam still happen on even these forums which is kinda mind boggling to me.

  • Seems like common courtesy. They did make the suggestions site after all.

    I mean... that's the kind of thing that would make me regret putting up a suggestions site in the first place as a developer. I stand by my stance that this level of community interaction is rather uncommon, rare even, though of course each person's own experiences may perhaps differ elsewhere.

    Seems to me they made the suggestions site because did care about the community suggestions, so that suggestions wouldn't be lost in the forums. Not to mention the amount of suggestions actually implemented from the suggestion site. The unfortunate result of showing that they care, and having had some history of responses, seems to have resulted in these expectations.

    If I had to make a comparison, would you expect a restaurant to send you a reply when you drop off a suggestion in the suggestion box? Microsoft, Google, or EA? The government? These entities have way more personnel and resources at their disposal. Maybe they would give you a canned response back, since they might have a dedicated PR or CM or other marketing person to return a pleasant non-answer.

    Anyways, looks like this thread did result in action being taken regarding responses at the suggestions site so there's that. Someone should try setting up a suggestions subreddit. I suspect it won't gain enough traction to be superior than the current system though.

    My 2c regarding the vote count - the whole point is to have users curate their own priorities, because the devs do not have the means to. If you've got 35 ideas and 25 votes, yes you have to remove votes from some of your own ideas, since the devs would never get around to 25 ideas from each idea filled person, much less 35. So the voting system supposedly encourages users to determine what is most important to them. If anything maybe it would be nice to add a some sort of policy where they reply to any idea with over a certain amount of votes, say 100. But the most likely response still isn't yes or no, it would be "Possibly, at an undetermined time in the future, should resources permit." Which is basically what the default response to every unanswered suggestion is anyway, and "Yes" wouldn't be an answer until it was ready to be pushed to beta anyway. Especially for big ideas like the scene graph that might take months of development. I would never say I'm working on it even if I decided to START working on it, because I don't know if I'd finish or how long it might take. Having an automated canned response of "Maybe" would likely do little to resolve the current frustration though.

    They definitely used to read every suggestion on that site at least, regardless of response. I know some ideas with just a single person's votes had been implanted. There's probably fatigue over time with low quality suggestions, repeats, and sheer volume though, so eventually it would be taken less and less seriously or lower priority. That's why the occasional reset might not be such a bad idea after all, maybe annually with the top (5? 10? How many are reasonably expected to get implemented in a year?) ideas archived or carried over. Or maybe an idea expiration system, that culls ideas with less than x votes after y amount of time, but I doubt the platform supports that.

  • So... Potentially a Trello from the dev side for a roadmap, and a subreddit for the community side for suggestions.

    The reddit can be set up by anyone, so if anyone is inclined to take the effort to do so it can be done. There will be similar problems though, as it won't be reasonable for the devs to be able to respond or address every suggestion, popularity doesn't garuntee feasibility, and duplicates dilute popularity because people can't be bothered to search, while further dilution happens because everyone has their own image of how a bigger idea can be implemented. Reddit is great for discussion... But so are these forums.

    I'm curious though. Where does the sense of entitlement that every suggestion should get a reply or feedback come from? Scirra has the most direct interaction and responsiveness between devs and community that I've literally ever experienced from any company, big or small. Does the expectation stem from the fact that Ashley communicates directly with the community at all? Usually quite verbosely for that matter.

  • Normally done by adding all relevant objects to a family.

  • Well to be specific, it would be

    + Multiplayer: On peer message "arrayUpdate"

    -> Array: Load from JSON string Multiplayer.Message

  • Slightly tricky to implement. Might be cleaner if 0 wasn't used as an animation frame value, then wouldn't need to add an exception to handle the first row (since all values outside of the array's size return 0). Edit: changed it to do so.

    dropbox.com/s/fdhgnpe0fkogds1/neighborawarepermutationsexample.c3p

  • Brute force method - should be fine for small grids like 5x5.

    Use the advanced random behavior to create a permutation table, 0-5, corresponding to your animation frame.

    Fill the first row with the values from the permutation table.

    Check if any of the colors in that row match the one above it. If there are, repeat with a new permutation table.

    Repeat for following rows.

  • You can load array on message received.

  • How about this:

    You (The Scirra team) make a list of ideas that could be implemented, and let us vote on those?

    This was addressed in Ashley's last post...

  • If you did not file a bug report at github.com/Scirra/Construct-3-bugs, following the guidelines, then no it is not on the list.

  • Spotted a Nepeo out in the wild and figured a ping might be appropriate to call attention to this. Would it be possible for you to provide the algorithms you used to generate cellular and voronoi noise? Or at least how you generated the original random distribution of points for the noise, which the rest of the noise can be calculated according to. The goal would be to get the node, vertex, and edge data if possible.

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  • I think it's not so much black and white as accepted or denied.

    For my own projects I have more ideas that I would love to implement than I have the ability to do so. Add outside suggestions onto that... And with the immense volume of suggestions possible from the interwebs, all the time spent triaging suggestions is time not spent implementing them.

    Even if I see an amazing suggestion/idea I didn't have before, I don't know how long it will take or how feasible it is to complete in a reasonable amount of time (especially for the more involved, big suggestions - the ones that have a lot of popularity). I wouldn't want to promise something that I wasn't ready to deliver on.

    Same for denied. If I love the idea, but I'm not going to do it ahead of everything else I'm doing at the moment, I wouldn't want to straight up deny it. Also if it can gain traction and more and more people down the road are interested in it, I'd want to leave it there for that possibility and not just say denied.

    The idea of promising something I am (or not) ready to deliver is related to disclosing what is actively being developed, which can actually be seen pretty clearly in the betas. Often there are many things being worked on a time, which may gain or lose priority, but if something like the 3d object is ready to be committed to, it will show up in a beta. And if it's in the beta, that's prooooobably what they are working on right now to get it ready for release.

  • If it really bothers you and you still want to try getting it changed, I would describe the bug, or unexpected behavior, as: When dragging to relocate multiple events, sub events are no longer selected upon dropping.

    This could be considered inconsistent behavior with the fact that when dragging multiple events at the same level, they all remain selected upon dropping.

    It doesn't seem like an intentional design to me, so it could very well be a bug. Or it could be a specific workaround for another issue.

  • Here's the thing, your actions are different in either case. If you don't collapse the group (not necessary), you can see it clearly.

    Clicking an event (or group) selects the event and its sub events.

    Dragging an event will leave only the dragged event selected.

    This doesn't have anything to do with groups in particular, nor top level or sub level events. It will happen if you drag anywhere, from top level to sub or vice versa, and it happens with sub events as well.

    If you drag a group to the top level, then click it, it will select all sub events as well.

  • Set a global variable upon reaching a checkpoint.

    On start of layout, check if global variable is set. If it is, position the player object accordingly.

    Use Local Storage to persist across play sessions.