A section of the C3 forums for third party plugs would be nice.
Recoupable could be interpreted in different ways, and it doesn't say what they mean exactly.
It's kind of a strange way to set things up, especially since I can't imagine anyone not wanting their money back.
"Steam:
Heres your money back."
"Gamedev:
Nah you keep it since I'm an independant developer, and therefore have loads of cash sitting around."
Edit:
Update to an update of an update.
https://www.reddit.com/r/gamedev/commen ... that_make/
tldr: Make a grand get your deposit back.
Develop games in your browser. Powerful, performant & highly capable.
https://www.scirra.com/tutorials/526/ho ... -savegames
Load from json Using Firebase.
newt - Steam has a monopoly on the game market. There really is no other platform you can upload to and get anywhere near as much exposure as you can on steam.
And that's why we should be using other platforms first.
Itch.io, Gamejolt, you can even sell full games here in the Scirra store, of course it's not really marketed that way.
If its a crappy game, your chances of making 100 back are kind of slim.
If it's a good game your profit will be less.
Less crappy games on Steam.
Less lower earning games for Steam to deal with, leaving just the higher earning games to profit from.
More reason to publish somewhere else.
You may not see a difference for that example, but it works in conjunction with other filtering such as "is on screen", etc.
enemy pick closest to arrow.x, arrow.y, arrow set angle to enemy
Layouts add no overhead, only events, and assets add to cpu, and memory.
Multiple layouts allows loading, and unloading of assets for memory management.
> There's a big difference between "bullet on collision with brick", and "brick on collision with bullet". > Can you describe how you mean it? Because I don't see a difference at all.
> There's a big difference between "bullet on collision with brick", and "brick on collision with bullet".
>
Can you describe how you mean it? Because I don't see a difference at all.
Filtering means using the object you have the least amount of to check for collisions.
The system only checks for the first object referenced in the condition.
You might have only one bullet, and hundreds of bricks.
Here's what the badge would look like:
There's a big difference between "bullet on collision with brick", and "brick on collision with bullet".
When you make the action click the system cog, look under Time for Wait.
Its should be:
On object a clicked, system wait 0.10 milliseconds, object spawn b, destroy a.
On object b clicked, system wait 0.10 milliseconds, object spawn a, destroy b.
My guess is that the objects are being created, and destroyed in the same click.
Ticks are quick, order matters.
I doubt anyone will want to make a plug for that, as it would need two parts, canvas, and webgl, and it would be too slow for canvas.
Best bet is to summon Gigatron and see if he is interested in an fx.
The only thing they really haven't talked about is licensing C3 products sold in the store, or how sales of source files will be handled.
Things like: It's not feasible for a non developer to have a subscription, but the subscription model does open possibilities we did not have with C2, etc.