Zebbi's Recent Forum Activity

  • > Good point, could be interesting if changes in the code could reflect in the editor.

    >

    That's not really possible since you can do things in js/c that don't translate directly to events.

    Precisely my thoughts.

  • > Probably not at all. I mean what would most users do with such source code? It won't look very readable since a lot of things would have to be done in c to match the events. It's kind of like manipulating the js of an exported project if it wasn't obfuscated.

    >

    Yeah, you can do this if you export to NW without minifying and I've actually found that pretty useful in a couple of situations. It would be kinda cool if Construct 3 let you manipulate the underlying code at will before export, but not necessarily worth it for the devs to add that functionality within the program.

    Good point, could be interesting if changes in the code could reflect in the editor.

  • This feature sounds much more useful:

    "Modular Design – Power users are able to develop new editors, tools and extensions directly from within Fusion 3 without the need for writing extensions in other IDE environments. Essentially this means that you can code new functions and behaviours into Fusion 3 within fusions itself."

    Yeah, I *THINK* C3 is going for something like this?

  • Thanks for putting this together. Tbh I think Ashley wanted a topic here to placeholder for an update to the platform behaviour - this forum is the evernote for tweaks to c2. The case for collision filtering solids is incredibly strong in if the behaviour is to be used by more than just one actor.

    Exactly! It needs to work on a per-instance basis so any kind of NPC that uses the platform engine can respond differently to it's surroundings.

  • If there's anything I could do better with this example: let me know and I tweak it to present a better case to Ashley

  • Probably not at all. I mean what would most users do with such source code? It won't look very readable since a lot of things would have to be done in c to match the events. It's kind of like manipulating the js of an exported project if it wasn't obfuscated.

    What get's me from watching the second video is it looks like things are still have the same design they had from Klik n play.

    Struck me that way too, they added some switch slidey bits (probably to appeal to touch users?) but left in the chessboard and bouncing ball defaults.

    And good point with that js similarity.

  • how this kind of competition might affect the forthcoming C3 release

    If any.

  • I know, C3 will be HTML5 as usual, but I'm interested to know how this kind of competition might affect the forthcoming C3 release:

    [quote:1qbgod08]Export C Code & Populate C In Real Time Users are able to export their product from Fusion 3’s visual interface to C code at the press of a button. Impressively the new development environment also supports the ability to populate C code as you work.

    http://www.brokenjoysticks.net/2016/03/19/clickteam-fusion-3-hopes-revolution-indie-game-development-world-premiere/

  • Sure, it should be doable on desktop maybe on Ios with WKWebView.

    BTW physics works on tilemaps.

    Immovable that is....

    A bit heavy, though, for something that merely needs a "switch off/on reactions to solids" event

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  • Is this detailed enough, Ashley ?

  • Thanks for the video, that helped me reproduce it. Should be fixed in the next beta.

    Oh wow, thank you! It's been driving me crazy! What was causing the issue, if I may ask? I'm curious!

  • Can you file a bug report requesting this with a demo? It will most likely be lost in the forums otherwise (as looks like has already happened before!)

    Ashley all done!

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Zebbi

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