Jase00's Recent Forum Activity

  • Great theme - I've used this for years and it is very well designed, easy on the eyes, and very efficient with spacing.

  • Perhaps it's my lack of understanding of Javascript, but I can't get this to work - Infact I can't get any of the video properties to change, including "Volume" or "currentTime".

    let inst = runtime.objects.Video.getFirstInstance();
    inst.x = 200;
    inst.currentTime = 0;
    

    If I do that, I see the Video get moved to X=200 which is good and proves it is picking the Video object fine, but I can't seem to change any properties of the video (I've also tried inst.Volume = 0 ).

    I should really re-read Ashley's in-depth Javascript tutorial to understand this better, but as I was so close with successfully setting the X position of the Video object, it must mean I am REALLY close to being able to set the playbackRate.

    My next method to try and figure this out, is to try and do something with the Audio plugin, as I remember reading about the "audioContext" stuff.

    Could it be that Video is not scriptable as of now in C3? If so, is that the same for many plugins? Do the devs of C3 need to expose each and every property for each plugin? I ask, as I want to try to understand if this is more "Scripting unlocks almost 100% freedom" or "Scripting requires the C3 devs to implement what you need".

  • I almost could see myself doing some event sheet view stuff on my phone in portrait mode.

    I just wish they could add a quick and dirty "drag events" for touch devices. Maybe like the leftmost 32 pixels acts as a "drag event block" to touch input, and touching anywhere else on an event block could behave as it currently does.

    Besides that, and after switching to a keyboard without auto-correct, the event sheet view is actually really usable on a phone!

  • Hey, thanks for the idea! I'll give it a try when I get home.

    I lack javascript knowledge and was reading about the Audio API, and I assumed it would work similarly with Video. I will find out later!

  • Ayy,

    I was curious, is there a "playback rate" for the video plugin? Is it possible to expose this via scripting?

    I'm making a lil rhythm game, and the audio playback rate can be adjusted to change the difficulty of the song. The backgrounds are sometimes muted videos, but I can't think of a workaround to get the video to play faster/slower.

  • Heyy, what browser do you use? What plugins/addons/extensions do you use on your browser?

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  • I wonder if a tick box could be added in the animation editor, named "Skip frames if animation speed is beyond framerate" (or something more concise!) and default it to "Off" which prevents it from affecting old projects, but allow everyone to choose to have it going forward.

    One for the suggestion pile!

  • Maybe it's about reputation and trust. Valve gave access to the source code of their major games, and unfortunately the code ended up being leaked. Even a huge company like Valve trusted people with their source code, and the people they trusted failed to keep it private.

    Another thing to consider - what if someone just "looks" at your finished game, and they make a new project and try to copy your game from scratch, WITHOUT your capx? How would you respond to that? We are game devs, we look at games and we can deconstruct how they work, so it's not impossible. A group of people managed to recreate Super Mario 64 with no source code at all (altho it took a huge amount of time).

    On a similar topic - How would you respond to fangames? Fangames are a popular area, and a lot of people get very upset when fangames get banned or closed.

    Here's what I would do to try and protect my project that I must send to a company or share:

    Upload a video recording of your game, including you editing it in Construct, onto a long-existing website (e.g. YouTube). Keep it hidden/private. This is just to keep as evidence in case anyone tried to steal your work (you can unprivate the video, and it will have a date stamp of the upload date that is impossible to fake).

    Keep copies of your saved capx file throughout development. You can then demonstrate the stages of development if you needed to prove this.

    If you have a community/fans, and you have a good reputation, then you can bet that your community will defend your ownership online and will leave negative comments on any content that is stolen from you (whether you like it or not, as they adore your game - I am not suggesting that you tell your community to defend you).

    Hope any of this is useful!

  • It's understandable that seeing games that are "selling well" is a way to determine if C3 is a professional game dev software, but that could give many different results - What if someone produced a really generic basic looking game, but it's generating a lot of money due to the developer designing it to be addictive? What if someone made a beautiful huge RPG game with many complicated systems, but they failed to market themselves well and aren't making as much money compared to some random game made on Unity?

    I'd frame it more like "How accurately can C3 produce the idea that I am thinking of?"

    What project idea have you got? Is it a huge RPG game, or a basic idle game that is very simplistic but addictive?

    Do you want to produce games for Windows/Mac/Linux? Android/iOS? Console?

    Whatever your idea is that you want to create, ask about that.

    I am someone developing for Windows/Mac/Linux, on a variety of different projects (platformers, rpgs, rhythm games), and I can say that I'm having a GREAT time with using C3 and the results it produces, even when it comes to performance.

    As long as you have an understanding of game dev logic (the same game dev logic that applies to ALL game engines, such as Unity). Game dev logic such as "don't put a shader effect on a sprite that you will have 100 instances of (instead, put the shader effect on a layer)" or "Don't test for collisions endlessly for many instances" and such, then you will have a smooth experience, I can assure you. To be honest, if you're targeting Windows/Mac/Linux, you can get away with these "game dev logic" issues a bit more, since PC's are so powerful.

    I'm less familiar with the experience of Android/iOS, and I am aware console support is a bit eh as of now, but maybe some others can chime in with this.

  • To solve this, you can put all your "mouse objects" into a family.

    Then, you do your mouse events like "is cursor overlapping family" and also add 1 more event "pick top/bottom family" and choose "top".

    This will only pick the the top sprite if multiple sprites are overlapping.

    Hope this helps!

  • I've found the problem! I'll post bug report soon -

    Saving as "Project folder" is broken in the latest beta.

    Go into C3, open Kiwi Story, save it as project folder, and upon completion, you get the same error as me (and it persists after refreshing C3).

    The really strange thing is, when I opened the new beta earlier today for the first time, I didn't even open my project yet, and the error appeared at the top of C3. Maybe C3 doesn't like the "Recent Items" history if it has a project folder? Who knows.

    Since it pops up, I can copy the whole error from triggering this in Kiwi Story:

    Error report information

    Type: unhandled rejection

    Reason: Error: missing placeholder '{0}' in string substitution Error: missing placeholder '{0}' in string substitution at Function.ip.fTa (https://editor.construct.net/r278/main.js:1008:245) at q8b (https://editor.construct.net/r278/main.js:1027:477) at Function.f.q0 (https://editor.construct.net/r278/main.js:200:274) at window.aic.Idb (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:9:342) at xib (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:4:177)

    Stack: Error: missing placeholder '{0}' in string substitution at Function.ip.fTa (https://editor.construct.net/r278/main.js:1008:245) at q8b (https://editor.construct.net/r278/main.js:1027:477) at Function.f.q0 (https://editor.construct.net/r278/main.js:200:274) at window.aic.Idb (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:9:342) at xib (https://editor.construct.net/r278/components/misc/startPage2/startPage2.js:4:177)

    Construct 3 version: r278

    URL: editor.construct.net/r278

    Date: Tue Jan 11 2022 16:47:11 GMT+0000 (Greenwich Mean Time)

    Uptime: 30.1 s

    Platform information

    Browser: Chrome

    Browser version: 97.0.4692.71

    Browser engine: Chromium

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 12

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/97.0.4692.71 Safari/537.36

    C3 release: r278 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 2060 Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.14.9729)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • I will make a bug report, it's a bit worse than I thought!

    I literally wiped Chrome, just felt like it, so fresh Chrome - I installed my addons into C3, set my theme, opened my main project, and as soon as my project loaded, I got the same error BUT it appeared in a popup window, instead of weirdly placed at the top...

    ...so I refreshed, and the same error from my original post is back, with the error appearing along the top of C3. It's like my project corrupted C3 or something.

    I will make a bug report later, and I will try and reproduce it in a small project and everything. Interesting...

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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