Prominent's Recent Forum Activity

  • I don't really see any reason why anyone would want the triggers to fire when loading a savegame- especially when it results in a game state that was different than when it was saved.

  • You could use an array, and store the uid of overlapping objects. And check if the uid are in the array or not. If they aren't overlapping, remove uid from array.

    So if overlapping and uid isnt in array, then perform the actions and add uid to the array. If it isn't overlapping, and uid is in array, remove uid.

  • If you think about it for a second, if a company is willing to increase the price of a product no longer getting features that is already full of bugs according to the bug reports then it is only a matter of time before they jack up the price of C3.

    With the announcement of the new C3 runtime, you bet the subscription cost is going up in the near future.

    I was thinking the same thing. There's nothing stopping them from increasing the subscription price when the new runtime comes around.

    I also made a related point a long time ago- when they talked about browsers always changing and being up to date, etc..

    [quote:2d0x4hfg]Scirra can argue that the reliance on browsers forces having to do maintenance, etc, and charging for keeping everything working with the changing browser vendors. Will these users understand that? I doubt this is something they would consider in their purchase (probably not the primary consideration), and if anything it might be more of a deterrent if they do because they'd realize that things can change whenever a browser updates.

    But maybe that will improve over time? If it does then why the subscription model? If it improves, then maintenance will become lighter for Scirra. The subscription kind of gives the impression that the stability will never improve.

    There's also this that was said by a Scirra employee:

    [quote:2d0x4hfg]We were surprised when we looked at our data at how many impulse purchases we see for Construct 2 (people who seem to buy and only use for a short period of time).

    Which suggests, that people pick up Construct, use it for a little while and then never use it again. A subscription model doesn't encourage users to work at their own pace. When I began working with Construct, I took several months off doing other stuff. It wasn't a tool I used everyday. So for new users, a subscription model leaves a lot of uncertainty as to whether or not it's worth going through the year or so having to learn and start at the beginning, etc..

    Then there was this response:

    [quote:2d0x4hfg]Previously with Construct 2, these users didn't really have any impact on what we do. They are happy to pay us, use it for a brief while then move on for whatever reason (we think it was mainly impulse purchasing - I've bought AAA games on Steam before that I've barely played, guessing it's the same sort of behaviour).

    With Construct 3, we're wanting to keep and engage users more, we're obviously incentivised to do so.

    The shift from Construct 2 to Construct 3 will force us to invest more in retention rather than purely attracting new customers. This can come in lots of forms, better learning resources, better community engagement, free asset packs/game templates etc etc. I know I would say this, but even if you're cynical about the whole subscription thing that has to be a positive for customers.

    The fact is we feel the market is fairly saturated, and we're relying on a steady flow of new customers. Nothing wrong with this, but we have bigger plans. We feel adjusting our revenue model is our best shot at achieving those plans.

    Currently due to new hires, expenditures etc we're running marginally profitable/break even. This is fine as we're on the cusp of a new product launch (a lot of companies lose money in this period!) but we've pretty much hit the ceiling of how far we can grow the Scirra team with our current revenue levels.

    So yeah... they want to "invest more in

    retention

    rather than purely attracting new customers"

    You can read into that however you want I guess... :/

    For me it reads that they want more control of the userbase, and not give them the freedom to leave or work at their own pace.

    I don't want them to dangle a carrot in front of me and try to lead me into some cage where it is difficult to get out of, etc.. They should focus on make the product good and then new users will use it longer. If they are concerned about new users not continuing to use their product, maybe that is because the users had reasonable reason why.

  • I wasn't aware of this.. Seems kind of strange..

    [quote:2xjmxbpm]Our focus is to encourage new customers to buy Construct 3 and not Construct 2.

    because, I would have thought that instead of increasing the price, lowering the price of C2 would do more to encourage people to buy into C3. Since a lower price of C2 would attract more customers in general, which would then let them decide when they feel comfortable to upgrade to C3. A product they feel is less relevant should have the price decreased- not increased.

    Forcing new users to essentially pay subscription for testing a product doesn't seem good to me- since that is what new users have to do. It's not like they'll just begin completing games- at least ones that are profitable. Its like they want to rely on selling a dream with empty promises rather than a tool with realistic expectations- that's how it comes across to me. It's bad marketing.

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  • Here is more information I discovered while trying to find a work around.

    I used a global variable and set it to 1 before loading. Then on destroy events, I add condition to check if variable is 0.

    It seems the On Destroy fires BEFORE loading (when everything is destroyed), and the resulting actions in that event are performed AFTER loading.

  • nevermind- I found a workaround.

    I used a globalvariable and set it to 1 before loading. Then on destroy events, I add condition to check if variable is 0.

    It seems the on destroy fires BEFORE loading (when everything is destroyed), and the resulting actions are performed AFTER loading.

  • Does anyone have any suggestions on how to work around this On Destroy bug??

  • What problems are you having?

    My laptop is almost 10 years old, and I'm currently stuck with it cuz my life sucks... :\</p>

  • I can't run C3 on my machine, so I can't develop plugins for C3.

  • Is there a way to record video of game without it being blurry and washed out?

    When I record using the media object, it looks blurry/washed out.

  • I've been an artist all my life and I realized recently that people don't play games for the graphics. There may be a tendency to promote higher-res graphics, higher fps, and that sort of thing, but that is a byproduct of technological advances and the desire for more efficient systems.

    You'll find that you can make really great games with very simple graphics, and people will appreciate them just the same. Graphics do help, so don't get me wrong- they are important and necessary for providing a surface to things- allowing people to relate themselves to what is happening.

    I think it's more about how you utilize the graphics that matters to people. It doesn't take much for someone to identify what the graphics are representing, so it becomes more an issue of what happens beyond that process. How do the graphics change and interact with each other- how do they balance the circumstances and guide/pull the viewer into the world, etc. There should be a life to it that enhances the game experience.

  • Problem Description

    When an instance is destroyed, and then the game state is saved, loading triggers On Destroy to misfire after the page is reloaded or newly run.

    edit: btw, if you have multiple on destroy events, you can have multiple misfired events depending on how many destroyed instances there were when you saved.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_ghA3H7Y-hEbKcJ1h

    Description of Capx

    Destroys a sprite via hitting number 2 Key.

    Game state is saved via hitting F3.

    user reloads the page.

    Game state is loaded vis hitting F4.

    The bug occurs, misfiring the on Destroy triggers.

    Steps to Reproduce Bug

    • hit number 2 key
    • hit F3 to save
    • reload page
    • hit F4 load

    Observed Result

    on destroyed triggers are misfired (bug occurs)

    Expected Result

    for the triggers not to malfunction.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    __r250

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Prominent

Member since 28 Apr, 2012

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