Bison's Recent Forum Activity

  • > Latest chrome breaks all effects, sad that c3 still rely on 3e party software.

    We've not seen any reports of this. Also all software relies on third-party tools, frameworks, OSs and drivers, it's an unavoidable fact of modern software development.

    Maybe you should test some stuff you're self intern in place to w8 a paying customer notice some serious bugs!

    Color filters don't work in latest chrome, my 900+ hour work in C3 that is fully depending in using color filters is.... how you should response in my place Ashley? Just ignore it as paying customer to just keep going with c3? Or going to Unity or Unreal? I Really want to stay with C3 but if I can't make money and can't rely on it, what's the point to believe in you and stay here after 9 years support Ashley?

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  • Latest chrome breaks all effects, sad that c3 still rely on 3e party software.

  • Sure, just get away with it as usually because some one did not file a proper bug report. If that's how the future is still going to be for C3 then it's time for us to going for the Unreal engine.

    It's pretty sad because I love to work with C3, but if your not able to investigate such serious bugs then

    I'm done here.

    Best regards, Bison

  • Thanks for your reply Ashley but I think you should look in to this because after 15 hours the garbage is still there and when I load the project before I removed the 6 frames it's not there.

    This is a desktop build so have no clue why it should have garbage in the first place.

    Regards, Bison

  • Make the layout 5 times the size and start your level from the center from it.

    That's my 2 cent buddy.

  • Have notice a couple times that when you delete frames from a animation that video memory usage go up and stay up, this is a very serious problem and can eat over hundreds of MB of extra video memory in large projects, if you won't pay attention to it.

    I always have my custom debug screen on, to see how much extra video memory every new animation cost, that's how I notice this. I was deleting frames from a animation to save extra memory, but the opposite happens:

    -Deleted 6 of 10 frames in a animation that where each (218/256 pix) and my video memory went from 86.33 to 100.99mb and just we talking now about one object/animation, I try to reduce video memory to remove images but C3 add video memory usage??? Exporting the game gave same video memory usage.

    Also you at Scirra should be able to reproduce this bug youre self, else I'm able to create a video from before and after.

    And NO, I won't report a BUG report because of the bad experience in the 9 years with reporting bugs plus my project is to big and has copyrights in it!

    Hope for a positive response because this is scary stuff to keep going with c3 when this won't get solved,

    Regards, Bison

    Edit: I'm using the desktop build C3 148 stable.

    Edit: Maybe this helps you to solve, the C3 Stable before 148 was able to fix the video memory issues when restarting C3, but won't do it with C3 148 stable!

  • The end trigger does work. Did you check the example?

    Have check it again, and oops, in your example/case it works, in my situation it won't work, so made a w8 timer with same time as the tweening supose to work and end the tween when time is eleapsed, if I don't put a w8 timer and stop tweening the tweening never stops/end.

    My point is not who is right or wrong, but things works for some stuff you do with it and other situations it don't work.

    Why have to create a extra object + extra 6 actions to do the same what you can with MoveTo in one action with same object in my case?

    I keep saying, it's pathetic that there is no simple MoveTo behavior in C3, every other game engine has it, what if I creating a game and needed this function for several occasions?

    Think about it.

    Would thank you for your help and response buddy, no offence ;)

  • > > What do you need to do with moveto?

    >

    > Move player invisible to X,Y position (multiple times when playing the game) and when player arrived the player becomes visible again and platform behavior has to be set back on, but have try it with tween behavior but it works stupid, when almost arrived it takes forever before it's at X,Y and the on tween finished don't work at all.

    >

    > Piss me really off that so many customers want simple Go To behavior and that we just get ignored.

    Here is an example for you.

    https://www.dropbox.com/s/jx9kfl2pfohgx2x/tweenexample.c3p?dl=0

    Tween does what you need to do, just named differently. There are some differences between rRx's move to plugin and the tween behavior, but none that would affect the majority of use cases for them.

    Perhaps you should spend less time being pissed off and complaining, and learn how to use what is available instead. Tween IS the simple go to behavior that many customers asked for. Not only did the developers address the community regarding this many times, they actually did make it, so saying you've been ignored is just absurd and ungrateful. Not the best approach when asking someone to do something for you.

    Thanks Oosyrag, I got it already working, and yes I have a short fuse, can't change that, but still Tweening ain't the same as MoveTo, it also needs a lot more actions/code to get same results, while it won't even get same results, but was able to use some tricks to get it working in the situation I needed it for at the moment, it still should be nice if we had a simple MoveTo behavior as well, it works more to the point and user friendly.

    Tweening can't do the exact thing as MoveTo and it's broken, it never trigger a end tween.

  • Yep tween behavior does all of this and is an official Scirra behavior. Moveto is obsolete.

    It does not work the same, and you need to code much more actions to get the same result.

  • What do you need to do with moveto?

    Move player invisible to X,Y position (multiple times when playing the game) and when player arrived the player becomes visible again and platform behavior has to be set back on, but have try it with tween behavior but it works stupid, when almost arrived it takes forever before it's at X,Y and the on tween finished don't work at all.

    Piss me really off that so many customers want simple Go To behavior and that we just get ignored.

  • I'm sorry that I get frustrated that Scirra/Ashley ignore this future for years!

    Don't you think it's pathetic that a simple Move To function is not available in a Game Engine?

  • Any chance as payed customer to get a answer?

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Bison

Member since 20 Mar, 2019

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