PaulPlay's Comments

  • I‘d love to see a feature for the animations editor that allows for resizing images while retaining their sizes on all layouts. Would make optimizing projects by downsizing assets so much easier.

  • This sounds rough…. I am using the Game Center plugin for my game, and I think it‘s quite sad that this was now discontinued. Especially since apple pushes games that have Game Center functionality (achievements, leaderboards..) now more than ever. I feel like, a game engine that „supports“ iOS should offer some support for native iOS gaming features, but that’s just my stance at this

  • Thanks for the awesome update! Really like the way global variables are accessible now.

    I dislike asking for features in comments like this, because I get many feature requests myself for our software products and a lot of them are likely duplicates and maybe this has been requested a lot before, but we would be extremely grateful if there was a way to quickly downscale images without messing with their size on layouts, as that would be very handy for expanding to different platforms (switch, mobile etc.).

    This could work by being able to re-scale all instances of an object by a factor (something like self.Width * 2) in the inspector. Another approach would be to have the option to re-calculate object sizes so that they stay the same when changing the size of an image in the animations editor. We would really appreciate that :)

    Thanks for the consideration!

  • Yeah, I understand…. But, there are still a lot of Addons using the old SDK that do not access internal features and will likely not cause any issues at all. I‘m using like 10+ addons that do not in any way (except from adding objects with actions/conditions) mess with the engine.

    I just hope there is a way to like catch errors regarding older Addons and then maybe automatically disable them / or show the behaviors/effects/events/objects in red to indicate that they are broken etc. I assume this would not be an easy feat but if possible, definitely worth it if you could somehow isolate them from the main project to ensure integrity.

  • I see, but the majority of users have not experienced such issues. I have multiple old projects that I want and need to maintain and especially for mobile games (with new requirements coming up all the time) construct updates are necessary.

    Breaking all older projects to avoid breaking a few just isn’t the right move. The amount of customers complaining after this change goes through will be much bigger than now. There really has to be a way to make this change, at least, only affect newly created projects. Breaking all old ones in the future is simply no sensible solution, especially considering that the reasoning for this is to avoid breaking projects.

  • The new Addon SDK 2 is a good idea, but the way legacy addons are being handled is just abysmal. People are working with projects that they have poured years into with addons that simply will not be updated anymore. There has to be a way to use "legacy" plugins in future construct versions. Especially as most addons just add additional objects that can simply be deleted in the editor without any issues, I don‘t see how there shouldn‘t be a safe way to continue supporting basically ALL addons that exist right now.

  • You'll need to install pods manually. Install Cocoapods and then run pod install in the xcode project folder. Also, make sure to set the swift version to 5 in the project settings in xcode to ensure that it builds fine.

  • Thank you, that makes sense. So for anything that depends on collisions or precise interactions this is the superior option, if I understand correctly.

  • Setting the maximum framerate is pretty cool :) I‘m not sure how different it is to setting the timescale to achieve a fast-forward effect. A framerate limit would also be kinda nice for the future to save battery / reduce heat on mobile devices

  • Thank you for so many changes and the on object touch end action! Seeing WebGPU finally arrive on android is awesome too, I‘m excited to see how it performs :)

  • Thanks for the behavior, it is really cool! I just wanted to say that it unfortunately breaks (like the official addon) when scaling the Canvas size and Layout scale

  • With phone resolutions ramping up, it‘s not uncommon. However, I have veery few actual 4k sprites but they have to be sharp enough so that the viewport resolution can be 4k and they have at least enough resolution to match the pixels. Also, on, for example a snapdragon 855 (soc from 3.5 years) I get a stable 90fps so it seems to be working out and I‘m hoping for some performance improvements with web

    gpu as well. I thought, this was going to be the new baseline, if you can still disable it I‘m not bothered at all.

  • Sorry, I meant that. It is quite vram intensive and therefore impacts mobile performance. From my testing I saw a ~10% fps improvement on my galaxy s8 and ~5% on my iphone 11 when I disabled it.

  • I feel like the default for anti aliasing should take the screen size / ppi into account instead of always defaulting to 4x. I‘m using a lot of 4k sprites and the performance difference on mobile is between 5-10%, so quite noticeable. Great updates!

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PaulPlay

Member since 22 May, 2021

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