Ashley's Forum Posts

  • Conditions already do filtering. I don't want to have to reinvent the wheel and have some kind of second system that also does filtering, but differently.

  • I'm afraid this is not supported in the SDK.

  • "Sort Z order" is a different case. It made an improvement to the algorithmic efficiency. This doesn't sound like it does that.

  • Please don't post the same question in multiple places. I deleted your other thread.

  • It's not currently supported. The main barrier to this is the high complexity of doing this. Your game would have to pick a peer, figure out how to transition the game state from peer-following-host to authoritative-host mode (e.g. by switching which event groups are active and transferring all other state used anywhere for any purpose in your game, including variables, behaviors, and so on), reconnect all other peers to them (if actually possible), and then resume the game once everyone is connected again (if everyone actually made it). It's the switching a peer to a host part that is probably toughest, will be a real headache to figure out, and if you make any kind of mistake your game will have weird bugs after the switch.

    A better approach is probably to use a centralised model instead, where a permanently running server is acting as the host.

  • It should work. If it doesn't, please file a bug following all the guidelines.

  • It sounds like this feature will just be re-inventing an existing feature a different way then, which tends to be a waste of time, and actually increase confusion since now there's two ways of doing the same thing, so which should you use and why?

  • If you say to spawn at image point 1 but it spawns at the origin, either you haven't created an image point, or you did create one but it's also placed at the origin.

  • 'For each' only iterates instances that met the prior conditions. So you can already do this by picking a subset of instances first, then using 'For each'.

  • I'm not convinced that what you are asking for is actually legally possible. If you are going to insist on that, it should at least be clear that it's legally possible, or at least that there is some precedent for it.

  • It's probably caching. If you upload a new game at the same URL, it will keep showing the old game until it figures out there's an update in the background, and then switches to that. Publish to a different URL every time to avoid that.

  • To optimize, we need to remove the shadow calculation for objects that are in the shadow.

    It's possible that will actually be slower, since it is potentially a lot of extra work to do raycasting and intersection-with-visibility tests, compared to ignoring that and just processing all the objects.

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  • You can pay monthly. It looks like you're citing the annual prices.

  • I've never heard of any other companies imposing such legally binding requirements on themselves, and I'm not sure it's actually legally possible anyway. What would you do, sue a defunct company? If you can and this disaster situation happens which "everyone agrees" is fine, but then someone sues us anyway over it? It just seems unrealistic and I don't think it's reasonable to insist on this.

  • These are all hypothetical situations that are years away. How can I promise you anything about them? What if someone else owns the company by then? What if the web is entirely replaced by some new holographic platform and we switch to that before the end of the company? What good is it providing a guarantee if in some hypothetical scenarios it won't apply?

    The company is profitable, things are going fine, it's economical to support C3 as long as anyone's paying for it, and I don't see any reason for any of that to change for years to come.

    I'd add C3 projects are a zip file with a mix of JSON files and image files, all widely supported formats. So in the long term it's perfectly possible that other tools can still open and use C3 projects.