Rory's Recent Forum Activity

  • One trick I've learned for referencing Object Names is as an example "Sprite" to use Sprite.ObjectTypeName instead so it updates with the rest of the project and isn't treated like a string.

  • Originally we wanted to make sure that the transformation properties were handled properly, because they are the most important. Having said that, visibility opacity and color sound like reasonable additions.

    There has been a suggestion/expectation that changes to the z index of an instance should affect all children in a hierarchy, which sounds like a reasonable option to have as well, so I think that at some point all of those things will be added. Not to sure when though.

    Thanks again for the hard work on this feature!

    Yeah, that's going to be useful for re-ordering UI elements and Y-sorted characters.

  • I just moved to r233 from the last stable version.

    With the addition of spawning objects with their entire hierarchies, I've been able to use it a lot like prefabs by creating sprites as parents and using that as the "spawner" with all it's configurations.

    Thank you Diego and C3 team! I hope you know how big an impact this has and will have on making my larger project more manageable.

    Is there any plans to make it so children can conform to their parent's visibility, opacity and color settings? These are currently the last things holding me back from moving my UI to use hierarchies instead of my current GameObject plugin (by Aekiro) system. The need to manually set up and pick specific children of type before applying their opacity/color will drastically increase my event sheet sizes.

  • I haven't seen them reply to anything on the ideas platform for awhile.

    But they seem to frequent the forums more, and recently all the discussions/feedback topics here have been getting noticed.

    There's a few ways to alleviate large global variable dropdown menus. You can reduce their scope to local variable in groups, or make them instance variable on global objects (with a defined scope). So it hasn't been a problem for me!

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  • Bumping to get some more consideration.

    Over the past few weeks I've been searching through the long debug list a lot, and sometimes I wish there was also a search bar above the object list.

  • I can imagine Construct 3 basically becoming what Flash was for animators with that.

  • giphy.com/gifs/GLAA7tRNHMKH5aDtsq

    Any chance the inspector will get some love soon?

    I think the option to hide ObjectTypes with no instances would be a good start.

    (Though I've never seen why they appear at all if there aren't any instances, besides just not having the list constant shift)

    It would also be great if we could sort them by object count and perhaps group them.

  • Hey Rory,

    That looks really good!

    How many people are working on this?

    The graphics, animation and what's in the trailer look on par with some of the best games.

    Awesome!

    That's really kind of you!

    I'm doing programming and most of the art. We have a composer, Christoph Jakob. We have an illustrator, Pina. Concept artist, Rio. A freelance pixel artist, Yuan Gao. I'm still trying to expand the team to have more pixel artists!

  • I've updated this topic with the latest information and trailer!

  • Rory You really want that Prefab goodness don't you? :P

    There will definitely be an editor tool to build hierarchies that can later be used at runtime.

    As for reusing a hierarchy... I think it could work like the Set Instance action of the Timeline plugin, where you can define a base timeline in the editor and then at runtime use it with different instances other that the one used in the editor.

    Something similar could work in this case.

    Very much! Thank you for the hard work. I've been working on a large scale project on C3 for a few years now and Aekiro's GameObject plugin has been a great temporary solution, but there's atleast a hundred things that would've been easier to make and neatened by eventsheets with more editor functionality.

    It would really be great if reusing hierarchies wouldn't require events at all, if you could drag a Scene Object into multiple layouts, update one, and have them all update, that would be really useful. Which is why I keep coming back to prefabs. It's especially useful for when example, you have a tree object that is made out of the trunk, the branches and leaves, each of which is a different set of objects that are reused on multiple layouts. Then you want to shift things around on one. Containers make it so those components are now useless in any other usage, because they are now fixed to that set of objects.

  • Does this plan currently extend to being able to create presets of hierarchies of objects in editor, naming them and using them in editor and real time?

  • Cool idea!

    One piece of feedback, using "Minimalist & Clean design" as a selling point for a game feels rather odd. It's one of those things that the person viewing those screenshots should determine for themselves rather than be told through text. It also seems more a selling point for a software than a game.

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Rory

Member since 19 Jul, 2012

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