This is going to be a great help for UI work, thanks for the amazing update!
If you're going to rely heavily on JS and make an RTS, I hope you'll take advantage of multithreading and web workers to push the technical possibilities as far as you can. There are RTS games that don't particularly require diverse factions to be interesting and impressive. AI War 2 and They Are Billions come to mind, as well as something like Factorio, although it isn't exactly an RTS. With a focus on technical impressiveness and a huge scale, using icons to represent units and entities becomes much more reasonable and acceptable as well, which would relieve the burden on the art side. Multiplayer becomes more of a pain with more asynchronous processing going on at each client though.
I do also hope you implement a robust steering/flocking mechanic with events (and maybe turn it into a behavior in the future). I'm sure a lot of people would like to see that to address the overlapping units issue. It comes up pretty much any time anyone tries to make an RTS.
I've been waiting for the class tag since support for importing stylesheets was implemented! Thanks!
Thanks for the virtual keyboard fix, that one gave me trouble since 2016 :<
Oh nice. Thanks for this! I had looked for a free online time api from a respectable/reliable source a long time ago without much luck.
Is there a query rate limit? I'm assuming it would be by device anyways since this api looks like it's open and didn't need a key?
Added a suggestion at construct3.ideas.aha.io/ideas/C3-I-1015.
Really excited for the CSS support, looking forward to putting together some examples so people less familiar with CSS can see how powerful this can be!
If you have multiple asynchronous actions in the same event some expressions like lastdata won't work very well, as there is no set order they will complete in. Is it possible to add tags to those expressions in the future? Or is ajax data (or local storage ect.) overwritten in memory immediately when new data comes in?
Otherwise I'm guessing separated events each with their own wait actions should work as intended?
Member since 20 Feb, 2013