Mikal's Recent Forum Activity

    Sir LoLz

    It is likely because the effects only work with webGL, but the project is set to webGPU instead.

    Try: In the project setting change the Advanced -> Enable WebGPU setting to 'No' and check again.

    If that was the problem, it is not a SDK V2 issue.

    Echoing skymen here, please identify these developers/customers:

    We see them - desperate customers with ruined projects come and beg us for help. Sometimes the addon developer responsible has left the community, and there's nobody left to help them.

    We can reach out and see if the community might already have solutions, or are able to do quick fixes while we await a full featured SDK V2 and SDK V2 addon ports from the C3 community.

    Another question: will SDK V2 be a superset of SDK V1? If not, can you please make us aware of what SDK V1 features will be lost, so we can adjust accordingly?

  • zmpq Don't forget - to do Spine operations on a Spine object, you have to wait until it is loaded:

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    I recognize that some addon developers do want to be able to do more advanced things with the engine; the best approach for that is a more comprehensive and documented API which is supported long-term.

    In regards to this please keep in mind a class of addons: animation / render addons as you update V2 SDK:

    • Spine
    • Spriter

    The Spine dev team _wants_ to create an official C3 Spine runtime. They have resources to do it, they already officially support runtimes for ue, unity, godot, phaser, pixi, etc. - mostly using the engines extensive APIs to do efficient rendering (and in the pixi case using the webGL renderer directly as it is exposed as part of their 'API'). Spine seems to be the lead for pro game dev (and they have a reduced feature set lower cost essential version.) They also recently added physics support.

    I know in the past you worked with the Spriter dev to get support for their runtime. I hope you can do similar with Spine. I will happily retire my 3rd-party version of the C3 Spine addon, if an efficient C3 addon that supports SDK V2 comes from the Spine dev team and is officially supported by them.

    The spine team requested a SDK V2 feature and I posted it to the suggestion board.

    Here's the current C3 Spine Addon (V1 SDK, uses webgl render) using spine 4.2 w/ the new physics features (on legs, dress, hair, very smooth!)

  • Please just post the test project to sendgb.com and put a link here.

  • For resizing, use the bounding box properties and offset properties (see more information about it on the git website).

    Not sure what your issue is with creating a spine project, if you want to share the project with purpose/comments, I can take a look.

    Ashley In this case:

    For example this suggestion appears to involve code reaching in to the internal engine and risking compatibility disaster when a static method could have sufficed and would have worked robustly indefinitely.

    It is more mixed, yes the original author should not have go into the internals, but also the SDK could have supported the required function, but it was not available at the time.

    Yes, the suggested work around is possible by editing every addon that needs the workaround. I think we can agree having the top level SDK method which did not require that is more beneficial and more compatible across all addons. You mentioned adding the top level SDK in the discussion, which is a good idea.

    So, please keep this in mind for V2 SDK, don't expose the bare minimum to match SDK V1, it should be a nice rounded, powerful superset. That will put C3 and SDK V2 authors on a nice trajectory to make the C3 community successful. Which in turn makes Scirra successful. Also, it would be less work for you in the long run in terms of back and forth requests for V2 additions and more importantly if SDK V2 is too limited, prior C3 addons may no longer be possible to be ported to SDK V2, creating a compatibility disaster for users of these addons.

    I want to add that I think the discussion on that suggestion is a good back and forth between C3 dev and addon dev. Both sides working to come to a solution working towards improving C3 for the community, users and business.

    Ashley As guidance I would be very interested to hear what some of your top 2-3 3rd party addons are - that you think substantially help the C3 community and Scirra? I think this would help us understand what type of addons you are thinking about as you update the V2 SDK.

    If you have devs that are having issues with their current projects and addons that they need help with _now_, please also tell them to post in the forums or the Construct Community Discord or connect us with them. We (the C3 dev community) can help - we can potentially contact the original addon devs and we can fix the addon ourselves in the community as a stopgap until V2 SDK is comprehensive enough to handle a good forward compatible version of the addon.

    Ashley

    It's not hypothetical. Disasters have happened, are happening, and will continue to get worse.

    Without judgement on the future state, the C3 dev community can (and do) help out with these issues (addon no longer working).

    If you have devs that are having issues with their current projects and addons that they need help with _now_, please also tell them to post in the forums or the Construct Community Discord. We (the C3 dev community) can help - we can potentially contact the original addon devs and we can fix the addon ourselves in the community. Please let us know.

    This is not intended to be an argument for future state, but as a way to help fellow devs that are having issues, but haven't contacted the community yet.

  • > How would you process the data? Use events or JS?

    i'd like to be able to use events

    Ok, I can look at returning a JSON string of the data that you can parse with a C3 JSON object, which you can use events to examine.

    Also FYI Animation Names is already available as an expression in the current version.

  • reimuxx Please try it out and let me know if it works for you and if there are C3 ACEs required for 4.2 feature support.

    Also if you are using C3 Spine in a paid/commercial project, please consider supporting the C3 Spine dev effort by donating on the git page.

    github.com/gritsenko/c3_spine_plugin

    I wonder if you've discussed this with Chadori, Mikal and other big addon makers? Will you provide them with support, ensure that their addons get converted before the deadline?

    In my case the answer is no, the only response so far has been to deny a suggestion request for SDK V2 to support the ProUI addon and then no further response after I tried to compromise and be more specific in regard to the response and look for help for another solution. I just got a good helpful response and I appreciate it!

    I hope this changes collaboration continues in the near future. I feel like it has been more collaborative in the past w.r.t. SDK support requests and hope that returns.

    I mentioned this before, but another proposal, is to continue with SDK V2, etc. for the mainline C3. Add a license for full C3 source availability / no encapsulation / obfuscation in runtime or editor as is the general practice with game engines. The typical user which is the one that will complain about broken addons will not pay for the extra license. The extra license can outline the risk and requirements for the user. This license will allow users to work with C3 in advanced way directly or with advanced addons. The advanced addons will only be able to be installed in the advanced version of C3.

    Other engines also have a much more extensive feature set and API (Unreal, Unity, Godot) for both general scripting and plugins, if C3 was at a similar level for SDK V2, it would be more acceptable, since it doesn't I would suggest that C3 takes a different approach for more advanced users.

    This is how it works in every other engine, because you generally can't access the internal engine in any other software.

    In general, for game engine software, Unity, Unreal, Godot all have plans that allow for their internal engine source to be accessed, changed and rebuilt as needed for addons or different functionality by more experienced game developers.

Mikal's avatar

Mikal

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Member since 22 Apr, 2016

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