I think there much more core and useful features that can be worked on (render masks, for example)
This engine is obviously not meant for 3D and wont have sufficient set of futures for that. Its cool to have some basic features, but that's it. And it would be sad if instead of improving main 2D part already small team of devs would spend more time on 3D (and it will definitely take tons, TONS of time to have even some basic 3D features other engines have)
Add IRuntime properties 'sampling', 'isPixelRoundingEnabled'
Probably a small change most people wont notice, but I adore any change that enriches JS API, thanks!
You can access SaveStateJSON global var to get the save string, and then you can use "Invoke download of string" in the Browser plugin to save it to a file, and then a File Chooser plugin to load it back
Thank you ALOT for the access to collision engine!
You both are amazing, guys! Thank you so much ❤
There is great idea on spritesheets
Would be really cool to see it implemented too!
"You actually answered your own question"
I mean, having limitations is far from "making a game without an engine" as you stated in the original comment, in my opinion. Yes, i don't have convenient access to some features, but I still use most of the engine features without any problem.
And again, scripting gives you inumerous ways of more advanced and flexible usage of built-in engine features, which will never be possible in even sheet, so scripting gives you much more than event sheet in may cases.
Scripting also gives you ways to use 3rd party solutions much more easily, which again gives you great power, increasing your abilities compared to even sheets yet again.
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So for me, fully switching to scripting means you could lose like 0-10% of engine features, depending on the game you are making (in most cases i really doubt you will lose anything, and even if you do, you can still use event sheet to avoid those limitations without much pain). At the same time, scripting gives you 300% more features and flexibility, so those 10% are easily compensated :)
Btw, do you mean there is no "on collision" event and testOverlap doesn't use collision cells for optimization? If so, yes, it is a limitation. One of my unfinished games was based around a lot of collisions, and even though i didn't really optimized it, it worked okay, so it depends on the game you are making.
I never really saw any feature requests of such optimization, so i don't think much people really needed it. Recently there was a discussion on collision cells and Ashley introduced condition cell size editing. I guess, we are not far from having those optimizations in code too.
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To be honest, i dont really understand what you are trying to say. Seems like you focus too much on the edge cases that dont matter that much. Have you done any professional work with C3 scripting yourself?
I work on games with C3 professionaly for 3+ years now, and I do all game logic with code. And I barely had any serious issues with it, on the contrary, scripting gives you tons of flexibility and opportunities, especially with 3rd party libraries and stuff.
I would've never do anything as complex as I did with JS without scripting. It would've probably takent 100K events or even more and it would've been awful and unusable, obviously (i have 50k+ lines of code now)
What do you mean by that? How collisions are not supported via scripting?
I do all my game logic solely with code for a few years now, and yes, there is still some limitations and missing API, so you have to mess with events from time to time, but most of the stuff you can do in JS
This update is amazing, thanks!
TypeScript is amazing, big thanks to you for officialy supporting it from now on! :)
Thank you for TypeScript improvements, much appreciated!
I really hope this Hierarchy View proposal would be implemented someday, it will help with a lot of stuff, UI included: construct23.ideas.aha.io/ideas/C23-I-61
Developer mode addon update is really nice! I recently started creating my first addon, and it will definitely help a lot
Member since 30 Apr, 2015