Sebastien's Forum Posts

  • Thanks. A real pain...

    Like what there are tricks to achieve this:

    https://github.com/Scirra/Construct-3-bugs/issues/5191

    Coming to 3D for the first time in C3, I didn't think it would be so difficult or even impossible to accomplish such simple things.

    For information, and for all intents and purposes to anyone reading this, this answer from Ashley helped me a lot (among other hacks):

    https://github.com/Scirra/Construct-3-bugs/issues/5698

    Natively, I keep hope, especially when I see this, which may one day be implemented to be usable (not in centuries):

    It would also be really nice if the collision polygons were exploitable on each face.

    On the other hand, when I read the following, and even if it is true that the request lacks details, I have a little less hope. It is, however, the most voted 3D feature:

    https://construct3-21h2.ideas.aha.io/ideas/C321H2-I-96

    Finally, the editor view is currently very limited too, it's really not easy to build the desired scenes and when sprites and 3D are mixed, it's depth hell, 3D hides the sprites even with separate layers. If at least we could adjust the transparency to see it a little clearer, but no. :(

  • Thank you, yes this is what I finally understood, anyway, it is always a pleasure to support you and your work will always be useful to me.

    In the meantime, I found a trick without addons or raycasting and just with events to achieve what I wanted.

    To sum up, I'm looking to make clickable areas and objects in an old fashioned dungeon crawler context, but since it's not possible to rotate sprites or even use their coordinates and collision points properly, because everything is in reality flat on the 3D views, I had to really rack my brain, it's not yet perfect in the diagonals with the heights but it's already that.

    But what a hassle due to C3's current 3D limitations, "lol"! :)

  • Hi Mikal, I have purchased your addon yesterday but I can't find with it a simple way to rotate sprites on Z axis. Is it possible?

  • Ah yes, that's right, sorry, but for me it wasn't "easy peasy" to understand that we could achieve it like this, and more specifically in this multiplayer context.

    Source: construct.net/en/make-games/manuals/construct-3/interface/keyboard-shortcuts

    But now it is, thank you again! :-)

  • As it's currently not clearly stated in the documentation or in Construct 3, here is a handy tip for testing and preview your multiplayer projects locally.

    Yes, you read that right, locally, without remote preview anymore.

    I found this - not very well known and not so new - trick a little while ago on the C3 suggestions & ideas platform after very long and painful sessions. :')

    Source: construct3.ideas.aha.io/ideas/C3-I-314

    Good development and thanks for this feature Scirra!

  • You can download C2 or C3 addons / SDKs (realtime or chat) on this page (there is no mention for C3 but both are well embedded in C2 packages with example files): photonengine.com/sdks

    And the dedied topic on Construct forums is here: construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

  • El Constructorr: I don't know how to mention your special username.

    Completely agree with everything you have been able to explain from the start.

    Just:

    The next one is $95 for 3 months

    Nowadays the very first paid plans are one-time for "60 months" (5 years):

    - $95 one-time for Photon Realtime (100 CCU, 500 msgs per second per room).

    - $45 one-time for Photon Chat (100 CCU, 100 msgs per second per channel).

    Beware, one-time is not lifetime.

    The free versions offer the same amount of msg/s, which is more than sufficient in terms of bandwidth (see details) with well thought out, coded and called multiplayer patterns. And yes, no need to send player updates to everyone, every time (target in raise events). Finally, no need to tear your brain out with the native Construct plugin or the management of a server, which, it must be admitted, represents a significant amount of additional work, human and technical cost.

    - Realtime pricing: photonengine.com/en-US/Realtime/pricing

    - Chat pricing: photonengine.com/en-US/Chat/pricing

    That said and of course there are pros and cons everywhere (cloud / self-hosted / provider, etc), it is a view of mind and decision-making strategy, not to mention the wallet aspect.

    To develop and learn all the concepts, the free plans are already very good and an interesting compromise to test a project.

    Some good practices (valid for all multiplayer games):

    - Performance tips: doc.photonengine.com/en-US/realtime/current/reference/performance-tips

    - MMO concept: doc.photonengine.com/en-us/server/current/applications/mmo/mmo-concept

    More informations:

    - A Photon blog post about pricing model: blog.photonengine.com/photon-pricing-explained

    - Realtime Glossary: doc.photonengine.com/en-US/realtime/current/reference/glossary

    - Realtime FAQ: doc.photonengine.com/en-us/realtime/current/troubleshooting/faq

    There is a lot of other resources on their website, faqs, documentation, forum...

    And ThePhotons is often around here. Good luck! :-)

  • +1 vote on Indie DB. Fantastic job and project! The timelapse video is impressive.

  • Absolutely! A multiplayer game requires a radically opposite approach, with a level of abstraction and logic very different from a single player game.

    "Among all" these difficulties, good practices, optimizations and other constraints, this also requires additional technical resources, just in terms of hosting.

    If you want to experiment this way, I advise you to take a look at Photon Engine (more specifically their "Photon Realtime" and "Photon Chat" products) which will make your task much easier.

    Good luck and a lot of courage!

    Photon Engine: photonengine.com

    Photon Realtime: photonengine.com/en-US/Realtime

    Photon Chat: photonengine.com/en-US/Chat

    C2/C3 Photon Plugin: construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

  • Yes, a priori the minifier has been completely revised from the beta r227 and seems already much faster (nothing to do with the stable r225, sorry, I got a little tangled up because it happens to me to switch between different versions for testing).

    As you both indicated, it must therefore ultimately and in fact be a problem of file size or other processing.

    For my part, I'm having a lot of problems with the Photon addon and Win64 export, latest NW.js version (v0.50.0, Chromium 87).

    Stable r225: ok without minifier, but "failed to export project" error with a simple or advanced minifying.

    Beta r228: ok without minifier, but "black screen" when projects exported with simple or advanced minifying are launched.

    Hoping that the next stable versions will correct, improve and optimize all this.

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  • There is a problem with the new minifier on the current r225 stable release, have you tried with the beta version?

    Source: construct.net/en/make-games/releases/beta/r227-2

  • Ok, thanks for the clarification, hopefully the current limitation will change when the context is this.

    In the meantime and if I understand correctly, one solution would be to invest in a third screen (and a new graphics card) for more convenience.

    More annoying, this slowdown seems to appear constantly when DevTools is open (minimized or not, in popup preview mode - undocked by default, no option to dock it) and wherever the refresh comes from (editor or preview window - no delay with Chrome tab).

  • Hi all,

    When the preview of a project is launched, the display is normally immediate, this is also the case when the preview is focused and updated with the F5 key. However, I noticed that this was strangely not the case all the time and depending on the workspace.

    I usually work with two screens, but this also happens on just one (tested with the Kiwi Story template, same problem as with any other project).

    For example, if the editor is minimized (I use the application as an independent Chrome shortcut *), and the preview window is refreshed (always with F5), it takes several seconds, sometimes very long, before the project is relaunched - even to the point of freezing (rarer).

    This is also the case when the preview window or another application, or even a file explorer window, completely covers the editor in full screen mode (while the preview is still open on the second screen).

    * This also happens directly in Chrome if the editor tab is not active.

    Is anyone having the same problem, and what do you think it might be related to, would there be a way to fix it?

    Ok, yes of course. Just being able to "load" will be already fine in development / test / design context, I already do it, but I have to adjust the exact number of frames by sprites and animations with a reference data sheet to facilitate the task.

    It's great, we really need this kind of features to improve the workflow in general. I can't wait for it to work with the "Load image from URL" action, with an automatic adjustment / adaptation of the total number of frames relative to the one in the GIF file.