birdboy's Forum Posts

  • Thank you for your work, Eleanor! It's really helpful and insightful to see this with actual numbers.

  • Hey fellow constructers, I just released a short and sweet puzzle game about a frog eating flies. Give it a go if you have some time to spare!

    birdboygames.itch.io/frogguide

  • Crossed out actions don't stand for doing the "opposite", it means the action is disabled during runtime - when you play your game.

    I don't know how it's called in french but under the System category there's an action that lets you create a new instance ("Create object" in english).

  • An option to make the size changes proportionally would be great.

  • That's PROCSS by Mitsu Studios. Highly recommended, love it.

    mitsu-studios.itch.io/procss

  • Groups are bugged in R138. If you have groups on your event sheet, the game won't run.

    Reported here:

    github.com/Scirra/Construct-3-bugs/issues/2627

  • Yes, dark theme on Mac is awful. E.g. animation editor is practically unusable, lagging like crazy.

    Haven't found a solution for it myself unfortunately.

  • You're right, a prefab system would totally work - but it's also a huge undertaking (of course adding tons of value besides fixing the described issue once it's done).

    Something that worked great in another engine I've used is this: Objects in your project window are prototypes which you can select to change properties, like you would do with instances in your layout. Dynamically created objects inherit these properties. Changing properties of an instance on any layout makes a button appear next to the property for resetting the value to match the prototype.

    Unity has a similar system where you can right click values and reset them to match the prototype in your project window.

  • Yes, that's how things currently work. The most convenient solution for this would be to handle it like most other engines do: objects in your project window are the prototype instead of some instance that is lying around somewhere in your project.

  • BadMario What you're describing doesn't work, that's exactly the problem that you see in the demo project.

    There's an instance on every layout but the dynamically created one doesn't behave like that pre-existing instance. Instead the created one differs in behavior depending on the order of your layouts, which is a strange way of handling prototypes in my opinion.

  • Hey fellow developers. I didn't want to jump right to the feature suggestion platform, but hear other opinions on this first.

    In C3 the object types in your project window aren't primitives/prototypes (which I'm used to from all other engines I've used). Instead, if you select an object type and there's no instance on the scene, you can't change any properties.

    Usually when you create an object during runtime you'd except it to inherit the properties of the prototype but since there's nothing comparable in C3, here's what it does:

    1. look for the first layout (lowest index) in your game with an instance of the object
    2. look for the first instance of the object on this layout (lowest layer index and lowest z index)
    3. make this instance the prototype

    In my opinion this is counterintuitive. You need to know and keep in mind that you need a loading/setup layout on which you place all objects that need some sort of prototype (I guess a lot of you already have this). It needs to be at the very top of your project, if there's an instance of an object on an earlier layout (lower index), that instance will be made the prototype instead.

    It's also inconvenient in that whenever you want to change a property of a prototype you have to switch to this layout, change the values there and switch back to the one you're currently working on.

    I've created a small project for demonstration purposes. Try changing the order of Layout 1-3 and see the differing results for the instance that gets created during runtime. Then put the "Layers" Layout first, change the order of both "instances" layers, and see the differing results. Am I alone in thinking that this is counterintuitive?

    dropbox.com/s/1c3zm04u9gjsk38/types%26instances.zip

  • Menu -> Settings -> deactivate 'Use simplified user interface'

    That should do the trick.

    Edit: I think I was wrong. You need to switch from C2 runtime to C3 runtime in the project properties (Advanced -> Runtime).

  • Just wanted to jump in with a second viewpoint: I've never tested anything bigger than a few mbs but these projects all load within seconds and never crash (talking about remote preview of course).

    Unfortunately I can't list the pros of C3 over C2 because even though I own C2 I've practically never used it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • There really is no need to be so aggressive.

    If you find an error simply report it on github. The Construct team is very responsive and everything I've reported so far has been fixed within a few hours or - at maximum - a few days.

    There's no such thing as constantly evolving software that somehow magically stays bug free. All kinds of bugs can be introduced at any point.

  • Hi Ashley Tom or anyone else having these issues

    I'm having some major problems with fading / opacity and I have no idea what is causing it.

    When I completely strip it down to basics, the fades work, however when I test it inside my game - no matter what I do the fade do not listen - even in an empty scene.

    Instead of just doing a fade Out for example (as selected), it also does a fade In.

    I do not know how to bug test this as I have no idea what is causing it.

    There are no plugins and this happens in an empty scene (inside my game).

    Any ideas or help would be awesome, as I have no idea what to do.

    PS. This does not happen on Version 69.0.3497.100 (Official Build) (64-bit) - Only on iOS and Mac Safari

    Thank you!

    No way you could systematically disable stuff until you find the culprit?

    I'm doing exactly that right now because I've encountered something that works while testing normally but doesn't work in debug mode. Took me a lot of hours but at least I'm getting closer to knowing what's going on.