Everade's Recent Forum Activity

  • Hard to help without seeing your code.

    It might be due to the host syncing the peer's position. In the official examples the host moves the peer. So the peer will always update its position according to the host's game state. If you try to move on the peer directly, the peer will be synced back to the position of the host's game state. Peers only send their inputs, then the host moves the peer.

  • I would consider using shaders.

    For example a palette swapper if you would like to keep the assets identical, but just try to color change for the afternoon/night. Or other shader overlays which can change the mood drastically and also dynamically. Additionaly you could enable a second layer with night related assets or effects, for example lights, which could be simple sprite assets, using blend modes or again, effects.

    Another approach would be to loop through different animation frames (or full animations) for each asset, if you feel like you prefer to create multiple variations instead of only changing the palette. That way you only need 1 layout and just set the animation (or animation frame) to either day, afternoon or night whenever you need it.

    For a customer (all) it mainly reduces Construct's value tremendously. Which i highly doubt will be reflected in the pricing.

    Maybe it's supposed to shock to pressure devs to update their addons to sdk v2, and eventually we get some kind of compromise. But wasn't there supposed to be some kind of collaboration with our addon devs to prevent what's currently happening?

    Unfortunately is just driving off addon devs and on top damages the product and Scirra's reputation as a whole.

    I sincerely hope there's a big turnaround in how this is going to proceed before the next stable release.

    This already is a disaster.

  • Welding down the engine cover so nobody can get to it is however a step too far in the other direction.

    Obfuscating is equivalent to welding down the cover... It's actively trying to avoid anyone even looking into the engine.

    The worst case scenarios given seem rather exaggerated. When looking at the addon download counts, 3rd party plugins aren't used THAT broadly. That 3rd party addons break at some point is to be expected, using documented or undocumented features, and i'm sure the majority of users understands that from the get go. While teachers can teach their students the principle very easily. But this issue of users misunderstanding what a 3rd party addon truly is and how it's supported could be further mitigated (actively and passively) through multiple ways by Scirra (as suggested already).

    So even if you've been burned before or learned your lesson, why go into the extreme?!

    I can't wrap my head around how possibly breaking 3rd party addons or projects every once in a while (which can be fixed by the community/users) can be compared to such an extreme counter-measurement. Which obviously does much more damage to the product than breaking all 3rd party addons altogether could ever do.

    We're all aware of the warning and its consequences, and everyone is entirely happy to comply with that as much as possible. If there were feasible alternative workarounds, we would have done it in the first place, it's not like we've been given a choice.

    Personally i would love to see Construct deprecating things (and breaking old projects) much more in exchange for greater enhancements. Or at least replacing certain features in a similar fashion to what you've done with the new functions. But i understand why you're trying to avoid just that.

    Either way, appreciate the open conversation here.

    Let's hope for the best.

  • I made a feature request for this a while ago. You can vote for it by adding a thumbs up here:

    github.com/Scirra/Construct-feature-requests/issues/73

  • The github page you shared includes an example manifest file that you can download and import into your project.

    github.com/Kinsamadesu/c2-scorm-plugin/wiki/5-Export-the-game

  • Release - NormalMap32 v2.1

    Significant performance boost for WebGL (regression v2.0), and additional performance enhancements across all shader variants.

    Disabling lights by setting light intensity to 0 is no longer advised. The removal of this check within the shader is attributed to its lack of tangible benefits.

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  • Release - NormalMap32 v2.0

    This is a major overhaul and unfortunately not backwards compatible with existing projects! If you still plan to update: Remove the effect from all your normal maps - before installing this update. If you can no longer open your project after updating, just install the old effect version again and retry. Keep in mind that all your event code will require an overhaul as well.

    • Adds WebGPU support
    • Adds support for flipped sprites
    • Simplified the falloff formula
    • RGB values are now defined via color pickers
    • Most parameters are now defined in percentage
    • Removes ambient light settings from each light
    • Adds a single ambient light option
    • Auto-detects screen resolution for WebGL2 and WebGPU
    • Performance improvements
    • Improves parameter descriptions

    Added new 2.0 example project.

  • No idea, but i still had his mail from when i previously contacted him over a year ago. You can also still find his mail on his unity asset store page. So i'm confident that it's his mail.

    His exact response was:

    Hello,

    I'm sorry for my absence and delayed response.

    ProUi and Water addon are now open source for the community to take over :

    https://github.com/aekiro2/C3Addons

    No funding needed on my side.

  • I contacted aekiro recently with mikal's idea to fund ProUI becoming open source via the OpenCollective platform. aekiro responded with making it open source for free 5 days ago. So a big thanks to aekiro.

    For the time being the community could now help fixing issues.

    github.com/aekiro2/C3Addons

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  • Awesome, thanks Ashley!

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Everade

Member since 24 Jun, 2014

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