quackgyver's Recent Forum Activity

  • Hello.

    This is what I'm looking to achieve:

    • I want to use 16x16 sprites (square tiles) as bounding objects that my camera can't scroll past under any circumstances.
    • In other words, the camera should never be able to scroll so far that it's able to show even a pixel beyond the edges of these bounding tiles.
    • This also means that If I have a room that is smaller than the viewport, the camera should stay right in the center of the room.

    I've been using Construct for about 10 years and I've spent the past four hours trying to figure this out using various approaches (sprite collision, offset algorithms, clamp etc.) and even though I feel like my solutions should work, they just don't.

    If anyone can tell me how to achieve this (i.e. the actual specifics rather than a vague suggestion) then I would be very grateful.

    Thanks for taking the time to read! :-)

  • This has been reported multiple times before.

    The editor still has issues where it scrolls to the top of any panel when you attempt to scroll to the bottom in Safari on macOS.

    When is this going to be fixed?

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  • I mostly just wanted to understand if the issue is known and has a known fix, and how much testing that's being done in macOS/Safari since I've had so many issues with that platform that Construct is barely usable for me. This is just one of many problems I've had with that platform, so it'd be nice to know if macOS/Safari is a secondary platform to you, or if you QA test for macOS/Safari as much as you do for other platforms.

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  • I tried to bring it up here 🤷

  • For some reason, every single window that has a scroll bar randomly won't allow scrolling to the bottom, as it will automatically force-scroll to the top as soon as you scroll down.

    See attached GIF.

    This makes the editor completely unusable, as whenever any window gets too long I can no longer work with the data that's outside the viewport.

    Ever since I first started using C3 it has been virtually unusable for me on Safari, so I have to ask, is it really being thoroughly tested by the devs on macOS and Safari the way that I'm assuming that it is in other major browsers?

    Also, is this a known issue? Is there a way around it?

  • I think it's reasonable to say that if you're marketing a car as able to drive on road type A, B, C, D, E and F and also advertise it as having radio if drivers pay a premium, then you can't leave out the fact that the radio won't always work if drivers drive on road type E.

    I accepted that Construct was experimental technology back when HTML5 game design was new and you guys were focusing on creating impressive HTML5 technology stacks, but you're now charging just a few dollars less than companies like Adobe are, and I don't think it's reasonable for you to market Construct as being immensely easy to use for the creation of both mobile games and Multiplayer games, only to have Multiplayer be restricted to a certain set of mobile carriers.

    I've followed your work for 11 years, and this is the first time I've ever raised a concern. I think I (and others) deserve more than a dismissive comment about how it's not your fault.

    Your marketing doesn't match reality. You need to address this, and I say this with good intentions.

  • You're not addressing the core problem here. Construct is heavily marketed as a tool that A) very easily allows the creation of multiplayer games for a specific set of platforms and B) doesn't work as advertised within the scope of how the tool is being marketed.

    I don't understand why you're refusing to acknowledge the marketing side of Construct. Construct doesn't exist in a solely technological silo anymore. You're not just engineers talking to other engineers about engineering things. I'm a customer who bought into what you were trying to sell me, and now you're hitting me with restrictions that goes against what you were communicating in your marketing.

    Whatever technological limitations there are, it needs to be clearly communicated in your marketing material. You don't get to sell me on how easy and great Construct is, take my money and then unload all these caveats on me.

  • The problem is the Internet, not Construct. Any software using the same approach will have the same problems.

    How do you figure that the problem isn't Construct when you're marketing Construct as such:

    "Publish your games to just about any platform out there!"

    "Create Multiplayer Games"

    "Make multiplayer games with our tools and services"

    "The easiest and most powerful tools right at your fingertips"

    "Bring your ideas into reality. Construct's been designed to allow you to build the game you've always wanted to make."

    "Make any game"

    "Publish & Sell Everywhere"

    "In a few easy clicks, you can publish your games to Steam, iOS, Android and a host of other places."

    "Get your games in front of millions of potential players and make the next big hit!"

    "Runs in the browser. Translated into 6 languages."

    Only to have the Multiplayer plugin not actually work unconditionally on mobile devices in the case that a player's mobile carrier has certain NAT restrictions?

    If you're marketing a tool as capable of doing X, Y and Z then the tool needs to be able to do X, Y and Z unless otherwise stated?

    Neither game developers nor end-users will care what technical restrictions there are. If you're marketing X, Y and Z then you either have to deliver X, Y and Z or provide some very clear asterisks. How would you feel if you bought a game, only to have the game not work on your specific (yet common) hardware setup because of some obscure restriction, and have the developer of the game go "sorry, the engine provider's API doesn't work with [setup X] and we bought into the engine thinking that it'd work"? Because that's what I'm going to have to do with my players, and I'm not comfortable treating them like that.

  • Typically you'd use a TURN server to relay traffic which has on-going bandwidth costs.

    What's a TURN server and how does it relate to enabling mobile connections with NAT restrictions to connect properly using the Multiplayer plugin?

    Even then, you can't get to a perfect 100% connectivity rate. The Internet is simply too chaotic and unpredictable - sometimes connections simply can't be made.

    Yeah sure, but Construct is marketed as a tool that enables cross-platform game creation where mobile gaming is a significant component, and since the Multiplayer plugin is a staple of the toolkit, I can't be expected to tell the users of my Construct-created games to only buy my games under the caveat that they're on a mobile connection that doesn't have whatever convoluted technical restrictions that are currently preventing me from getting the Multiplayer plugin to work.

  • Most of the time such issues are networking issues such as NAT preventing WebRTC DataChannel packets being transmitted. What network setup are you using and which are the devices involved? Does it reproduce with different pairs of devices? For example sometimes there are issues hosting on a phone on cell data due to restrictive NAT at the carrier, but it works between PCs on a LAN.

    Based on what you're saying it seems that the issue is the cell network.

    So how can I as a developer get around this? If I'm using Construct to develop a game for portable devices then the Multiplayer plugin can't arbitrarily not work based on the carrier that the player is using.

  • oh then is definitely ur code.

    Why do you think that it's definitely my code? It works when hosted in localhost, so the multiplayer code is functional.

    is that image covering all the coding on multiplayer?

    Some of it, yes.

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quackgyver

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