Thank you for the 1x1 patch brush :)
No problem! Happy to test it out. Again it would also be nice to allow 1x1 patch brushes, or simply add that same "invalid indexes" dropdown/checkbox to the brush in the editor so the editor can use the same functionality. Thanks!
For both, but mostly for the editor. If you have an "empty" tile in a brush then it will overwrite existing tiles, but since it's invalid in the brush it just erases the existing tile.
Also I tried using the patch brush at runtime and setting "invalid indexes" to "ignore" doesn't seem to work. It still overwrites existing tiles.
I absolutely love the patch brush! Thank you! One suggestion is to allow 1x1 patch brushes because currently you can't create a "paintable" brush of a single tile with multiple variations. If you use a 2x2 patch brush you can't "paint" with it cause a lot of the tiles get overwritten. Maybe even better allow for a single tile auto-tile brush (Auto 1). Then we could paint single tiles that have multiple variations!
What does "being able to reset all static local variables" mean? Aren't local variables always reset when they go in/out of scope? The word static also confuses me since I've never seen that used in the context of C3.
Awesome! I love new gameplay behaviors.
This is a great release! Thank you for flow charts and HTML layers. One disappointment I have though is you can't create cycles in flow charts. A child node should be able to connect back to one of it's parents. You stated in the video that there will be more improvements to flow charts coming, so hopefully that will be one of them. Thanks.
Thanks for the QOL for flowcharts. But there's still 1 feature missing from flowcharts before I consider it usable. Which is ability to create cycles (link a child node back to one of its parents).
It's not native support, but there are multiple community effects that works pretty well for drop shadows. construct.net/en/make-games/addons
One of the best effects on here. Extremely flexible. Turns any effect into a mask.
If a feature is in beta then breaking changes are completely acceptable. Please don't worry about backwards compatibility for beta features, it will just get in the way of honing in on the best solution.
From my experimentation looks like values can only be strings. But when you read that value in the event sheet you can convert it into a number first by using the system expressions float(x) or int(x).
I was very skeptical of the Windows 10/11 only requirement since I was thinking there was still wide usage of Windows 7/8. But looking at the Steam hardware survey made me feel much better about it because it says 95% of Steam users are using Windows 10 or 11. So I might actually use this WebView2 export in the near future for my next game I release on Steam.
New effects, cool! I always thought the alpha clamp effect was weird. I was never able to get the result I wanted.
I absolutely love dynamic layers! Question, is there a way to add an effect to a layer at runtime? Currently you can only enable/disable it or set a parameter. But the effect has to be added first before those work.
Member since 19 Jan, 2012