Sam Dimanche's Forum Posts

  • Hey everyone,

    I'm converting a C2 project to C3 and I've solved most of the little bugs it created. However I've noticed the (estimated) image memory used you can see in the NW.js debugger has inflated by 50% in the process. I noticed the Runtime used also impacts this value.

    Here is the debugger from C2 : 194.4mb

    Here is the debugger from C3 (with C2 runtime) : 243.9mb

    Finally here is the debugger from C3 (with C3 runtime) : 313.4mb

    Is it a known issue or should I a file a bug report ?

    Mobile is not a primary target platform but I plan to release the game there in the future, so memory issues can be a big deal.

    I've found this report that's kinda similar but the problem was apparently spritesheets being sometimes bigger than 2048*2048 and there's no object in my project that's even close to being 2048 pixels wide.

    github.com/Scirra/Construct-3-bugs/issues/2094

    Thanks in advance for your opinions :)

  • Here's how I'd do it :)

    https://www.mediafire.com/file/j1dw83h8w21n5j1/ScrollBar.c3p/file

    - I didn't alter how you parametered the bar on start of layout

    - the collision box of your BrowserSliderMainPart was broken

    - you had problems with Touch.Y because it gives a position on the whole layout. What you want is the position relative to the BrowserUI layer, so you need to use the following expression instead : Touch.Y("browserUI")

    - You need to define a value "scrollpercentage" between 0 and 1. When the bar is at the top, this value = 0, when it's at the bottom, this value = 1. To get this you compare Touch.Y("browserUI") with 189 (the minimum) and 1080-scrollbar.height (the maximum)

    (the "padding" is here so that wherever you click on the scrollbar it won't move right away, it waits for you to actually move)

    - you can move the scrollbar accordingly

    - you can also scroll to (0,scrollpercentage*layoutheight)

    Hope this helps :D

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  • Made this real quick with C2 but you can open it in C3.

    https://www.mediafire.com/file/qaawh13ng0jkyfc/StarSystem.capx/file

    You can play with the visibility of the star so that you need a single frame in the Star Sprite.

    Like Plinkie said the key is to have an instance variable for the Stars from 1 to 3 so they know when they need to become visible or not :)

  • Thank you Tom, this clears the last remaining points then.

    I'll go the Startup Plan route for now and if at any point I'm successful enough to make 50K a year I'll be more than happy to give some of it back to Scirra and upgrade to Business.

    Cheers to everybody who answered!

    As for me I'll bid farewell to C2 ^^

  • Merci :)

    Can Tom post here as well tom confirm the change when it's done ?

  • Thank you Kyatric !

    It all started with one of your tutorials for me, so thanks all the more ;)

    Upgrade at renewal, gotcha. It's easy to manage, then.

    You confirmed you can still sell games after the subscription expired, great.

    Could you please let me know the URL for "Terms of use" and the line you are quoting from there ?

    Here is the page with the terms of use I've quoted (updated in December 2019 so pretty recent) :

    construct.net/en/store/terms-and-conditions

    Look at Part 7. Construct 3 Licensing

    It does clearly state annual revenue there, thus putting back downgrading on the menu. To me it feels the most logical that it's yearly, I hope it's not cumulative), although like fredriksthlm said, at that point maybe I won't care that much, it's hard to say.

    So far this all appears friendlier than I expected at first glance, so that's great :)

  • Haha yes, indeed, but still it would ease my mind to know exactly what the processes are ^^

    Even if I earn less, at one point it might be necessary to upgrade (depending if the revenue taken into account is Yearly or "Lifetime"), at another point it might be necessary to downgrade and / or stop, so I'd rather have all these answers in the back of my mind.

    (You do not need to take down your games if you decide to not extend your license, but you will not be able to update them)

    That would answer my fourth question, thanks! So a license provides a seat to work on the game, but it is not correlated to the actual marketing of the game (like a "right to sell")

    Looking forward to see your game!

    Thanks for the cheers ! I will make sure to announce it in the forum when it is ready :)

  • Hello everyone! :)

    I’m a long-time user of C2 and I’m on the verge of switching to C3 for my ongoing and future projects. However, I have several critical questions about the License system of C3 that need clarifying before I make the jump in good conscience. I hope you can help me understand.

    Sorry if these points are cleared somewhere else on the Scirra website, either I haven’t found where or I’ve misunderstood something.

    Personal situation:

    I’m a French individual and I plan to release a construct game on Steam soon.

    To prepare for this I’ve declared myself an “auto-entrepreneur” or “individual-entrepreneur”. Right now, I’m declaring a revenue of 0€ / month, but this way I’ll be ready when my game releases.

    I suppose I’ll have to start with the Business Startup License instead of the personal license. I don’t see too much of a problem with that, since an extra 50€ is not that big a difference.

    I have questions about what comes after that.

    First Question: Startup License revenue cap

    I read two different things about the Startup License.

    • On the product page it says: “Total lifetime company revenue is less than $50,000 USD […]”
    • On the Terms of Use if says: “Only business where annual revenue is or is forecast/expected to be less than $50,000 USD […] are permitted to purchase the discounted Startup Business license.”

    To me Lifetime is different than Annual / Yearly, but I’m probably translating this wrong?

    Let’s say I earn $25,000 in 2020 and $25,000 in 2021, am I still allowed to use the Startup License or do I have to switch to the full price Business one because I have accrued $50,000+ during my business’ whole life?

    Second Question: upgrade timing

    Let’s say I purchase the Startup License and use it to release my first game. Amazing: I end up making more than expected, say $60,000 in 2020.

    Do I have to switch to the Business license as soon as the 50,000 cap is broken, even if the Startup license is not really over? Or am I only compelled to upgrade when I renew my subscription?

    Third Question: downgrade timing

    Similar question as previously but in the other direction.

    Let’s say for the sake of example:

    • In 2020 I make $60,000 with my first game and upgrade to Business License (although it depends of previous question)
    • I plan to release another game in 2022
    • This means 2021 is a quiet year and I plan to make much less money during this period. Let’s say $0 even.

    Can I downgrade from Business License to startup license to account for this slower year?

    If yes, when do I do it?

    • At the end of 2020 when I can show revenues have almost halted and I don’t plan to release another game in 2021?
    • At the end of 2021 when I can prove I have not received any money this year?

    Last Question: Halting development

    A last very important question to me: what happens if/when I decide to stop developing new games, but I still want to let my games on Steam, either because they still bring a little revenue, or for my portfolio’s sake?

    My business would have zero use of Construct 3 at this point, would need zero seat. Yet do I need to purchase a yearly license for as long as my games are online and earning money (even if it’s just pennies) thus bringing the need to “take down” my games when they are not profitable enough?

    This would feel weird to pay a yearly license ad vitam eternam at a deficit just to have my games stay online, but I want to be sure.

    That was quite the block of text, sorry for that. I’m that close to becoming a C3 customer, but obviously I’m more cautious now that the system is subscription based instead of a one-shot purchase ^^

    Thanks A LOT for your answers

    And a happy new year to y’all! <3

  • Thank you Ashley for your answer. This is very reassuring. I guess I'll keep on using the desktop version as long as possible then switch to the browser C3 when this feature is implemented :)

  • Jobel is right.

    Local variables Tracker = 0;

    For each array X elements

    - if array.curValue = 15

    -- Add 1 to Tracker

    -- if Tracker = 2

    ---- array.curX = SECOND_15_LOCATION

    ---- Stop Loop

  • After downloading the desktop version I'm glad to see you CAN debug in NW.js there :D

    But I'm reading the desktop version of C3 is going to be discontinued soon ? Has it been stated if the nw.js debug mode will be made available in the browser based C3 ? :/

  • I didn't know Desmos, it's a cool website ! :D

    Nepeo's formula repeats way better, mine only works for 1 Wave.

    Just keep in mind that if you want to start from 0 you need to start your timer from X=-5

  • Since Sin() goes from 0 to 1 to 0 to -1, maybe abs(Sin()*500) would fit your need ?

  • Hello everyone,

    I've been using C2 for a while and I'm trying C3 to see if it's worth migrating a big project.

    I'm mostly satisfied but my biggest problem so far is that my project is 100% aimed at desktop (with a Steam release) so I'm going the NW.js export route.

    In C2 I could easily debug my game in nw.js, with the inspector and all. In C3 I haven't found a way to do it... but is there ?

    I cannot debug any other way, for example in a chrome browser, because I'm writing savefiles on the user's computer in the form of xml files.

    Steam is the biggest pc store so I suppose others have been debugging their Construct 3 games before me in nw.js. How do you do it ?

    Thanks in advance for your help <3

    I like a lot of what I see in C3 but my subscription is still hanging.

  • Should I maybe have created the same topic in the "How To" section instead ? :x

    We're in the process of creating our Steam Direct account so I suppose I'll see soon enough if at least I can do some testing easily.