Rory's Forum Posts

  • That has to do with color interpolation, either from a tween or a timeline. That should help narrow it down.

    If you are able to reproduce the crash consistently, please file a bug report.

    Thanks Diego, I don't have any timelines or tweens that interpolate color at the moment. Do you know if Opacity tweens would cause it?

    I'll try!

  • I've been getting these crashes in my game for months and I don't know what to not be doing to prevent it.

    Any hints on what might cause this to trigger so I even know what to look for?

  • Thank you for Frame Duration settings!

    How do we use it?

  • This is great! Very useful for art heavy games pipeline

    Would be useful if you could set individual frame times as well

  • Very impressive! Artwork looks amazing!

    Thank you!

    In other news, the demo is out and available to try on Steam now...

    https://store.steampowered.com/app/1374920/StoryArcana/

  • It looks really cool, looking forward to the demo!

    Thanks man

  • A year later and we're launching a demo on Steam which will contain the prologue chapter of the game on June 16th. Updated this page with the new trailer!

  • The shortcuts Ctrl + Shift + 🡐 and Ctrl + Shift + 🡒 can be used to navigate between the open tabs.

    Is that what you mean? I am not super familiar with Visual Studio UI, I think the last version I used was Visual Studio 2004 :P

    Ahh haha! So it basically keeps track of the last few lines of code you visited and allows you to press a keyboard shortcut or press two buttons on the top left of the IDE to move between where you were and where you are at.

    It's really useful for quickly moving between code without having to set bookmarks. A lot of times you move to a new tab and line of code not knowing you'll need to refer to something behind.

    CTRL + "-" or CTRL + SHIFT + "-"

    youtube.com/watch

    It may not be a big issue for most, but once I reached like 10+ event sheets and thousands of events it's become a big headache, I've ended up using CTRL+F to search back and forth a lot more than I want to. I think a lot of people would find this a really useful addition to the work flow with or without buttons.

  • The documentation is a bit cryptic for those two shortcuts.

    Looking at the code it seems that they are only for the dialogs relating to setting actions, conditions and their parameters. With those you can move back and forth the different dialogs that are presented.

    The back shortcut also works in the expressions dictionary.

    An additional extra caveat which I just found out, which is not documented, is that the shortcuts do not work when an input element has focus, and in the case of most of those dialogs, the search input will automatically have focus, which means the shortcuts won't work!

    For that there are variants, Alt + Shift + B and Alt + Shift + N, for back and next respectively, those will have the intended effect regardless of an input element having focus.

    The first step would be to document those hidden shortcuts... but I am not really sure why they are needed in the first place.

    Thank you Diego!

    Darn, I was hoping it would be broken but actually what I described haha.

    Any luck we could get a shortcut for Next/Forward functionality similar to Visual Studio?

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  • I was looking for a back/forward button similar to visual studio in the C3 Editor, and I came across these shortcuts in the Help section that seemed to to imply it did that.

    But they don't seem to do anything

    Am I mistaken on what it's functionality is? because if there is any, I can't find it anywhere in the editor.

  • Even if newer versions of C3 stop supporting importing c2p files, the older versions will let you import your old C2 projects and once you're done removing all the things are are deprecated you can get it to the latest version of C3.

  • One trick I've learned for referencing Object Names is as an example "Sprite" to use Sprite.ObjectTypeName instead so it updates with the rest of the project and isn't treated like a string.

  • Originally we wanted to make sure that the transformation properties were handled properly, because they are the most important. Having said that, visibility opacity and color sound like reasonable additions.

    There has been a suggestion/expectation that changes to the z index of an instance should affect all children in a hierarchy, which sounds like a reasonable option to have as well, so I think that at some point all of those things will be added. Not to sure when though.

    Thanks again for the hard work on this feature!

    Yeah, that's going to be useful for re-ordering UI elements and Y-sorted characters.

  • I just moved to r233 from the last stable version.

    With the addition of spawning objects with their entire hierarchies, I've been able to use it a lot like prefabs by creating sprites as parents and using that as the "spawner" with all it's configurations.

    Thank you Diego and C3 team! I hope you know how big an impact this has and will have on making my larger project more manageable.

    Is there any plans to make it so children can conform to their parent's visibility, opacity and color settings? These are currently the last things holding me back from moving my UI to use hierarchies instead of my current GameObject plugin (by Aekiro) system. The need to manually set up and pick specific children of type before applying their opacity/color will drastically increase my event sheet sizes.