Great update and thanks for the updates and quick fixes to the custom actions.
Great update, I appreciate the type annotations.
It would be great if we could get the types in the description of the Expressions dictionary window (F4) as well, and in the manual on the website.
It would also help to show an expected output value range where applicable. As an example, I have to test what kind of value range I'll get back from "SnapshotAlphaAt". Is it 0-1, or 0-100, or maybe 0-255? As far as I know these things aren't documented anywhere and you have to make an educated guess or test it every time you use something for the first time or forgot what it was.
It would also help with finding bugs, I'm still not sure if it is actually intentionally that mostly everything uses 0° to 360° in C3 but some expressions from behaviors return -180° to 180°.
"GradientByName" and "WeightByName" are awesome additions, as is Array shuffle.
When using AdvancedRandom to set a seed is the array shuffle seeded by that as well? [edit] The answer is yes.
Huge update, every single thing is really useful.
Thanks for the bug fixes.
Thank you.
I do not currently use the pathfinding behavior but it is awesome to see this amount of polish for the feature.
Worse still, the overshoot could run in to an obstacle and risk getting stuck
The same could be true for "undershoot" too, if it turns a corner it will start steering before it reaches the path point and might steer right into a tree or the corner of a wall.
If you plan to bring this feature into C3, which I hope because it does look nice and smooth, I would love to see an on/off switch for this. It would be even better if we were able to override the turn radius.
Because in my experience getting stuck on corners was actually a much bigger and more common problem with pathfinding in C3 than bumping into something because of a too wide turn.
Great addition with the preprocessed particles
The Convolution effect is very powerful, I used it in a dungeon game to make the sound effects more coherent by adding an echo to everything.
Very interesting read, thanks for sharing.
Another awesome update.
Thank you for fixing the nested actions bug, and adding my suggestion from last Beta with the autocomplete of available override actions.
What a great update, a real game changer.
[edit]
When you create a custom action it should suggest the available override action names via autocomplete, that would be a nice QOL improvement.
Great update, especially with the pathfinding additions.
After playing around with the custom actions for a bit I'm pretty confused about their use case.
I can't find any difference to copy picked functions besides a different icon in the event sheets.
But I'm staying hopeful for some useful additions to this feature in the coming weeks.
Some suggestions would be the additions of something like
"Sprite.my_custom_action( param_0, param_1 )"
even better would be
"Sprite.Custom_Action( "my_custom_action", param_0, param_1 )"
Another suggestion would be, if I add a custom action to a family, that every object added to that family inherits the action, and I can perform different actions on each object
sprite_family -> do_custom_action
sprite1 on custom_action -> color.red
sprite2 on custom_action -> color.blue
"No one cares" as in "who cares" as in "it is not the point of the exercise", not what people are looking for.
But I do see how that could be read the wrong way.
While I obviously can't speak for everyone, I certainly communicate with a lot of C3 users who feel the same way, which the amount of thumbs up on my initial comment supports.
So you are a hobbyist like the majority of C3 users... that's literally what I'm saying, most C3 users are hobbyists, or small single person indie devs who use Event Sheets, not JS, to make their games.
So that is what Scirra should try to improve.
I do agree that there should be better tools for pros. But I also think that I should be allowed to ask for at least the same treatment and care for event sheets without you coming along and declaring on behalf of Ashley that that isn't feasible for some reason, and then getting agitated when I point out that you clearly missed the point I was making with my comment.
Your solution, to your made up infeasibility of my proposal, is to let the community port the game.
Which isn't the point. It's not about the finished game, it is about Ashley using his own product the way most of his users do, so he can improve Construct with that knowledge/experience.
And congrats that you never ever had any issues with C3 I guess.
You are missing the point, no one cares about the end product, it is about Ashley working with the engine, on a complex project, in the same way the majority of his customers do. With event sheets.
Optimally he would actually run into every single possible problem users have experienced, so that he can find a way to fix, or improve them.
Member since 29 Apr, 2013