Reflextions's Forum Posts

  • Sorry for delay on this, they've all been re-vamped. Following someone does nothing for now, but will be adding in extra notifications for when someone you follow does something (EG upload new game, post tutorial, upload new asset in store etc)

    Great stuff, ty!

  • Uhhh also, what does following someone actually do?

  • Indeed.

    Nevertheless, if you need to find the posts of a user you can find them using the forum search.

    Or, if you find any post of the user, by clicking the links to their topics/posts under their avatar.

    Thanks for the tips! It's weird those links aren't on profile pages. Would also be nice if the posts list had the topic name in the block. Sorting would be good too (newest / oldest / popularity).

    Removing PMs kinda gimped things as well. Especially considering you can't post on threads over 1 year old, so you have no way ask about an something on an older thread. Hopefully authors are exempt to this rule? I've seen plugins go over a year without a post, even if they aren't deprecated.

    Maybe I'll do a mockup of how I imagine profiles should look sometime.

  • Can we talk about forum profiles? They've been essentially useless since the inception of this forum. Base expected functionality would be to view a users posted threads and comments from their profile page. You can only see comments on the arcade and blog posts. This makes navigating an extreme hassle when trying to find posts by a specific user, which is necessary because links on old posts are all gone.

  • You can do this by editing the event sheet files in Notepad++ or any text editor. I wouldn't recommend it unless you know exactly what you're doing though and verify what you are replacing or it will break things like Ashley said. Also close and back up the project, obviously. And it won't work on things like object names because they have other hidden references elsewhere in the project.

  • The existing Xbox One support is based on JavaScript UWP apps, and as far as I can tell Microsoft are actually trying to slowly phase those out. So with such little usage, an apparent lack of on-going support, and the apparent failure for this option to even enter the conversation, I'm more inclined to remove this option and allow everyone to use third-party porting services instead. I would guess our efforts would be much better spent helping make life easier for the porting services - but so far they seem to be getting along fine without needing much from us.

    Oh man, I hope not. I've been developing planning to export to Xbox. If this is the road you go please give a heads up well in advance before sun-setting. Good games take a long while to make, which may be why you haven't seen much usage.

  • This is awesome. I've had some ideas inspired by conway's game of life / spore, where you try to simulate consciousness developing but that could have infinite scope.

    Even incorporating machine learning into like a platforming game, where the enemies act as a hivemind and learn from how their allies died, adjusting strategies to counter the player would be really interesting.

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  • Same here

  • Check out mitsuhashish.itch.io/procss

    Fixes a lot of the problems with the vanilla UI

  • dop2000

    Thanks for the other links, I voted for some. (First one was mine).

    On tile created wouldn't be used for every single tile, just specific ones. So ideally it wouldn't affect performance too much. Unless that check would increase performance usage? Like I detailed on the page, it'd be great for animated tiles, multi-layered objects, and spawning other sheets with tilemaps. It's pretty cumbersome switching back and forth between workflows so to be able to do this would increase tilemap usability a lot.

    This is what I mean by dark/light background view in tilemap view. It already exists in the animation editor. If you have an image with the same color as the background it's impossible to see.

    A couple of reasons to crop images. Some things like tiled images can have tearing if the sprites don't have white space. Removing transparent edges (past a 1x border) would reduce the image size and improve memory / performance usage. It shouldn't break anything image points and hotspots shouldn't be changed. Tile BGs and tilemaps would have to be excluded from the crop.

  • I do like the idea of hiding unused objects in the debug view.

    Top of my list would be a 'crop images project-wide' option on export.

    I have 536 object types so far. I seriously must spend at least 30 minutes a day just scrolling down the debugger.

    Export crop would be very very helpful! I don't see an entry for it. I can put one in if you're not planning to?

  • Not seeing any rules against this so I hope it's OK, but I'm looking for support / discussion on some of these ideas. I feel like some of these are essential and would appreciate more demand to try and get them implemented sooner. Thanks!

    Editor Improvements

    1. Option to hide unused objects in inspector/debug view
    2. Hotkeys to flip objects and rotate in layout view
    3. Lock and hide all layers via shortcuts

    Hierarchy

    1. Play animation from random frame
    2. Sibling relationship for Hierarchy
    3. Hierarchy inherit opacity and visibility from the parent:
    4. Edit hierarchy relationships at runtime:

    Tilemap

    1. On tile created event
    2. Disable all tile collisions on tilemap
    3. Background brightness for Tilemaps, similar to the Sprite Editor
  • So while you can edit the json, you shouldn't have to rely on editing project files for what I think should be an included functionality. I posted an idea thread here:

    https://construct3.ideas.aha.io/ideas/C3-I-1660

  • Bumppp

  • dop2000

    That'll work great. Thank you!