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  • Since you create them at a specific location they should just stack on top of each other. Have you checked in the debugger if there's truly just one instance?

  • Looks like it was indeed getting it from a cache. Glad i was able to help.

    Just keep in mind when calling with a parameter like you said:

    https://worddad.com/download/output.json?v=" & current_date

    Will still cache it locally, and also still get it from cache for a max of 24 hours.

    For example if a player starts playing at 01:00 in the morning, and you update the JSON file at 01:30, the player will not get this update (loading the file from local cache) until the next day comes around.

    Which might not be what you want. So a more accurate timestamp including hours/minutes would make sense here.

    However keep in mind that the json files are still cached locally for the duration set by your web server (possibly for a year), even if not needed. Entirely depending on your website's cache settings. Not a big deal, but something to be aware off.

    If you want to truly prevent caching locally, you would have to change the expire header on your webserver.

    This here would disable local cache for all JSON mime types on your website:

    In your .htaccess add:

    <IfModule mod_expires.c>
    ExpiresActive On
    ExpiresByType application/json A0
    </IfModule>
    

    But there might be additional layers of caching, for example if you run your website through a CDN (for example Cloudflare) which may cache files on their cloud systems as well.

  • Sounds like a caching issue to me.

    It might be possible that C3 (or any export option) loads the file from local cache. In that case, check your web server's Cache-Control / Expire Header settings. Or any other layer of caching.

    Might be worth checking out.

  • In the export options, set Minify mode to either "Simple" or "None".

    More details about minification can be found in the Manual.

  • Just press play, so it will stop on the next tick, more specifically on your next breakpoint.

    Or add another breakpoint like citron suggested.

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  • 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.

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    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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Everade

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