SparklingAir's Forum Posts

  • This started relatively recently.

    Cranberry does not respond.

    How to fix?

  • Also it would be nice to get ability to color the event blocks

  • > + ability to type variable name in system "Set value" dialog as opposed to selection from list

    >

    I believe this is done so that you can't set a variable that doesn't exist.

    When using for example something like "System->Compare two values" C2 knows very well exist entered variable or not.

  • + ability to type variable name in system "Set value" dialog as opposed to selection from list

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  • +1

  • Proper refactoring and code editing has been something Tom and Ashley have slowly improved in C2. It is one of my pet peeves with C2, I hope it does get updated with better code editing (not just C3, but C2 for us not moving to C3)

    For example, if I have a block of code that uses a local variable, if I move it all together, my local variable drops and some code does too.

    If I move a chunk of code and get a warning that some code is dropped, sometimes it is not actually...I have to undo/redo several times to see if anything changed.

    It would be great to be able to move code around, cleanup code, move code to different groups/subgroups and event sheets without issues.

    Basically, with how the editor is, you are stuck with it... Once you code in a sheet, it is there forever without a huge risk of breaking things or lots of effort to move it.

    Plus the issue with function names, objects, etc. sometimes the auto complete stops typing if there is a _ in the name. Backspace and the auto complete stops working. Being able to change function names (refactor) should be a primary function in any serious IDE.

    Being able to move objects around, put them into folders, sub folders, rename them in bulk...this takes so long. Why is it, I have to move objects in the project one-at-a-time, and then the whole folder structure repaints. If you have a large structure, it takes forever to move things around. It is really aggregating.

    The above are all updates I would pay to have in C2. But not worth going to C3 for (if C3 even fixes the above)...

    Totally agree

  • It would also be nice to have the ability to search through the project files and their contents. And search through all the events of the entire project.

  • Will there be an opportunity to select multiple objects simultaneously in the panel "projects", and, for example, move them to a folder all at once or rename? The same with the variables - rename multiple at once.

    Now it is terribly inconvenient.

    It would also be very convenient to have a family of objects of different types. And to have the ability to replace objects by objects of another type. For example, to replace a Sprite by TiledBackground object in any action (by pressing the button r)

  • $1000

  • Why not make each language have its own layout, then have the player choose the language they want at the beginning of the game.

    I thought about it, but then I will need to manage the 7x8 layouts

  • Can't you lazy load (just load them at the point you first need them) rather than trying to read everything on startup?

    I explained that it occurs very slowly. The file with the text "new game" or "continue" is loaded throught AJAX so slow that it is visible.

    For example loading 8 languages is especially wasteful if the user is only going to use 1!

    Of course I do not use all 8 languages simultaneously. At one moment one language is active.

    But while loading each layout each time in each text object need to load webfonts. Regardless of the language was changed or not. I am about it.

  • Here:

    Sometimes loading a lot of content takes a while!

    My game have 8 languages and big problems with speed of loading them on IOS.

    I'm sure it is impossible to make, but still a chance I'm wrong:

    ?an I load all webfonts into all text objects of all layouts once during the launch of the application or after language changing? Avoiding repetition loading.

    Same with sprites.

  • Well, I divide the project into pieces.

  • I don't think so. Sometimes loading a lot of content takes a while!

    But it is fast enough on Android, and unacceptably slow on iOs. The same task.

    Besides, WKWebView improves Javascript performance, but loading files from storage isn't affected by that. So I would not expect to see any performance difference on this test vs. UIWebView. Also, it's possible Android devices have higher-quality storage and better performance for this particular test.

    Could it be that an AJAX object does not work correctly on iOS ? Or the GPU acceleration does not turn due to some reasons, although WebGL is enabled in the project. Because it looks so that all works slowly.