Measuring it is always the best way, but I'd expect using arrays to be much more efficient than tokenat() in some circumstances.
I haven't really done any real testing on the networking code yet, but I definitely will at some point. Poor network conditions might cause the hit event (and resulting explosion) to not visibly line up with the bullet or the unit it hit. But I think it can mostly be covered up reasonably well by the client. For example given the bullet movement is predictable, if a "projectile fired" message arrives late due to being delayed by the network, the client can advance the bullet to compensate for the lateness, and then it's back in sync. I'll be digging in to all those details in the blogs when I get to beefing up the network code.
Why would you want that? The quality will look poor if you scale it, whereas using a Text object will display with better quality.
I know, unfortunately links to specific lines in a file go stale over time as the file is modified. Perhaps links to text snippets like this would work better... but those will go stale too if things are renamed. I'm not sure there's any good way to consistently link to a snippet of code in a file that changes over time.
Obviously Construct has built-in collision detection and you can use that from both event sheets and JavaScript coding. But if you want to run in a separate thread you need another solution, and that's what I've done for this project. I could've instead chosen to use the built-in collision detection, but then I couldn't use multithreading, which would reduce the overall performance. I went in to detail about this architecture and its various tradeoffs in the architecture blog post.
The fact you can even do custom collision detection in a separate thread to the runtime is actually pretty cool I think! It shows Construct's flexibility: use the built-in collisions if you like, or write your own custom implementation in a separate thread. That could then even be split off in to something like a dedicated server running in node.js. Not all tools provide that kind of range of options.
As we get close to a stable release we usually reduce the number of changes in order to help things stabilise and try to ensure the stable release is reliable. So you can expect releases to usually get a bit smaller as we get close to a stable update!
See this thread about suggestions if you want to propose new features. Please note we get far, far more feature requests than we could possibly act on, so this system is designed to help us prioritise.
Please report any issues here following all the guidelines: github.com/Scirra/Construct-3-bugs
Updates are not mandatory - you can choose whichever release you want to use on the releases page. If you work in a team, your whole team need to upgrade at the same time. That's a part of project management that your team will need to handle - software can't handle that for you.
If you install the stable version, then the installed version will always update to the latest stable release, and if you install a beta version, then the installed version will always update to the latest beta release. That should always work consistently, and if it doesn't, please file an issue.
You can choose which version of Construct you use on our releases page.
Everyone on the team needs to be on the same version of Construct, because save files are not backwards compatible. So make sure if you upgrade, everyone does it at the same time. Even if something goes wrong, source control lets you roll back to a working version at any time.
FWIW I'm using GitHub with my own game project and so far it's working out great.
FWIW, all keyboard shortcuts are listed in the manual.
As noted at the top of this guide, the Chrome web store has retired support for apps, and this information is preserved for archival reasons only.
The system 'Pick nth instance' condition does that.
I believe the 3D object is a third-party addon, so not something we are responsible for supporting or documenting.
You can already use value tweens for purposes like that.
Member since 21 May, 2007
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Wider technology issues from Ashley's perspective.