jobel's Recent Forum Activity

  • fredriksthlm no you misunderstand. I'm not saying I want step-by-step tutorials, but even a blog post or some lifecycle example would be great. I don't even know what is possible so its very difficult for me to plan.

    So you saying it HAS to be converted to C++ is news to me!

    Years ago I had a job where I was hired to convert old Fortran code to C++. But I had to do it manually, line by line!

    But if the answer is I have to work in C++ for my current game, then I would say then that is a bridge too far for my purposes. It seems like a nightmare

  • Some stuff is just way too different to have both PC / Console working at the same time without a big team and very very deep knowledge of console development!

    Also, consoles are 100% C++, and as Ashley also mentions the JS/Web options are been slowly been removed/deprecated =/.

    For example, one of the more common issues we see when porting is saving, due to consoles restrict a lot the way to "save" so we either need to fully re-do the saving code or adjust it so it complies with console rules.

    As said in previous posts, our technology supports PS4/PS5, XboxOne/SeriesX, and Nintendo Switch so, if anyone needs porting feel free to write :P.

    ratalaika sorry I didn't see your post before. So it does sound majorly complicated to port C3 to console. Do you have to do some sort of JS to C++ conversion? Are updates to the game still done in C3? then you have to go through the port all over again?

  • I would guess our efforts would be much better spent helping make life easier for the porting services

    Ashley I was excited to hear you say this... as this is sort of what I was getting at with my follow-up post. How can this process be cleaner and more user-friendly? How do I as a solodev who does not have a lot of experience with porting or even exporting (except to Android and iOS) even approach this?

    but then I was sad by the end of the sentence:

    but so far they seem to be getting along fine without needing much from us.

    I guess I was hoping there would be a path for a Construct user to implement their own game on a console. But rather you seem to imply that Construct users should just hire third party people to help get their games on consoles. I would rather do this myself, but I literally don't even know where to begin or if it's even feasible - is this something I could do? Would it take 6-12 months to just learn how to do it? (time I don't have). There are no resources that I could find to help figure out if I should even attempt this - other than just hire someone and be dependent on them for game updates etc...

    Also note about exporters: The adage "if you build it, they will come" has to be taken in consideration. People don't use console exporters for Construct because there's only 1 (Xbox One) and the only thing I've heard about that it is, the framerate/performance is abysmal. I don't think it's fair to say: people don't use a low quality thing so therefore why would we invest in other similar things? I'm not suggesting native exporters, but I would love any kind of help on how I could take a path to porting to console on my own.

    Why would I invest time using the Xbox One exporter working when you say yourself they are going away from that? I wouldn't even attempt it - not only because of that, but because there doesn't seem to be any sign that a Construct to Xbox X/S series would be supported or any other consoles. That would be like just now investing in USB 2.0 devices. So that might explain why no one uses it. It could also mean Construct users don't make console-type-quality games.. but I don't know that.

  • I'm sure it's fixed in the beta, what confused me is how it broke further from stable 234.2 to stable 234.4

    I'm not on the beta track, no thanks. the stable versions have enough issues...

  • I retried my same FULLSCREENtest project with Worker OFF and Script to CLASSIC

    and we are back to it not working. before it was only NOT working when script was on MODULE. Now both ways don't work!

    WHY does this keep breaking???? what even changed?

    my original test was using: stable Construct r234.2, Script Type to Module, NWjs version 0.51 Chromium 88

    and when set to Script Classic it was fixed.

    now I'm using r234.4, so something must have went bad in those hotfixes. So currently I can't make a build that can toggle fullscreen.

    here's the C3 project..

    drive.google.com/file/d/1RFtSDP9vLtxeS9Zb22hbfhC1LlwReouQ/view

  • I'm using the CSV plugin and I want to be able to add newlines in the spreadsheet to then be displayed via SpriteFont.

    SpriteFont doesn't like when there's a carriage return in the text, nor does it like '\n' or <br />.

    Is there a way I can embed the newlines in the raw text?

    EDIT: the default is to wrap the two lines in " "s but I am pasting the CSV into a string and need the "s for the string.

  • fredriksthlm

    obviously having the ability does not equate success, I'm not even talking about having success. That's a whole other topic!

    You can also buy/rent to tools and do it yourself if you want to.

    this part interests me. Is it viable to develop in C3 and make your own exporter as someone who hasn't done it before? What is the difficulty curve/time of investment on this?

  • that's what I mean, I'd pay for it...

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  • I'm not meaning to start some sort of negative thread but I am just curious about the future of Construct as it applies to consoles.

    Today Gamemaker2 just announced support for PS5 and XBSX/S and it got me thinking... twitter.com/YoYoGames/status/1364142213140254720

    Will Construct ever be able to do this? Is it even something that is being looked at, as maybe a future possibility? Or is the architecture of an HTML5 engine just a no-go and won't ever happen?

    I'm not exactly sure what a service like Chowdren actually does, but could some sort of backend process be made? Is this beyond the Scirra team's scope/interest/manpower/roi?

    Gamemaker charges $800 for a 12 month license to be able to export to just one type of console. So I understand its not for everyone. But I would love to have this option.

  • I would make an object spawner, and give it the Timer Behavior. Start the Timer as a run Once and give it a random time.

    Then in the OnTimer event spawn whatever you want, then restart the timer with a time of random(5,20). But only use the Once parameter since you are changing the time length each time.

  • make sure the object is already in the layout. if you don't want it there on the start of layout, use the Destroy Action in OnStartofLayout.

    Objects that are on the layout will be preloaded into memory. If you create and object that is not on the layout (but elsewhere in the project) it will work, but you may have some jank when you call the Create

  • if by sprites you mean frames... well that is an animation issue, nothing to do with construct.

    generally the more frames or "tweens" (meaning in between key frames) you have, the smoother it will be, but it will also change the speed. However you can adjust the speed of the entire animation by changing the speed parameter on the right in the Spite Editor.

    To figure out how long an animation will run you take the number of frames divide it by the speed.

    i.e.: you have 6 frames running at 13 speed. The entire animation will take 6 / 13 = 0.46 seconds

    4 seconds will be a lot of frames to draw. generally most of my animations run around a speed of 13. So that would mean making 52 frames...

    but it all depends on what you are trying to animate!

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jobel

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