Good job! Scene Graph looking amazing!
Really awesome, this is going to help so much!
This is awesome progress Ashley :)
Hierarchy works exactly as I'd expect it to. Some things that would make it immediately useful would be Conditions that help pick based on hierachy. For example, pick by child/parent conditions. I also notice that the origin point of any hierarchy of objects is currently the origin of the parent object, is there a plan to give the new collection of sprites/objects it's own object type, origin point etc.?
Just want to give my support to Ashley and Scirra, you're all doing God's work right now. This is lit!
Keep it up, love Construct 3!
Hahahah, Glad you liked it.
I understand why. It’s always better to be on the latest version of the engine, so it also means for Long projects, constantly reworking my game to use the current features. It took me awhile, but I finally worked out all the old function plugin usage from my games. It took quite a bit of work, because the new functions doesn’t replace certain use cases. Instead, I used a combination of other plugins to substitute for it.
Got to upset some people sometimes, else you’ll end up pleasing no one! Something I feel is already being done well is the slow depreciation method, where for a Long period of time the support is only just support on old projects. That way people don’t fall into the trap of using the “wrong” feature.
I think you have to draw the line for backwards compatibility in some cases. In my opinion, with the addition of a proper scenegraph/prefabs feature, it could be redundant for something like containers to continue to be supported down the line as most projects start to use it.
One of the great thing about how C3 is built is that a lot of features are built-in addons/behaviors and can be phased out over a long period of time. But being a long-term service model, it's going to be quite a lot of compatibility to maintain.. Unless you guys intend to just drop the C3 branding and do a C4 (boom) update that kills compatibility with old projects, it seems like a necessary move!
Great! So is this laying the ground work for prefabs or what! :'D
Biggest update in this is the tile map selection bug fix, didn’t even know that was a bug, thought it was a permanent design decision.
Awesome!
Next: Prefabs!
"Can no longer use behaviors to force non-rotatable objects to rotate"
Is there a better detailed explaination of this change?
Does it relate to using rotate on particle objects?
Congratulations Scirra :)
Oh yeah weird, it's working now. I guess it is more obscure than that. It was on an empty project though. If I manage to replicate it again I'll file a bug report, thanks Ashley!
I don't really want to have to make an entire bug report for this, it's pretty simple, if you use the paint bucket tool in the sprite editor on a sprite, it crashes.
Can we get a way to set pins through the editor, instead of just on runtime?
Hopefully on an instanced basis
Thank you, good work Scirra!
Pins aren't prefabs yet, but it's a good start!
Member since 19 Jul, 2012