Ruskul's Forum Posts

  • Whaaaat?? How do I do this thing?

    I'm using the downloaded app version, and I know you can do: editor.construct.net/? safe-mode on the web, but not sure about the app.

  • The title.

    Downloaded v2 sample-behavior running r392.2 and construct crashed hard with no way to salvage except to delete all local data and go fresh.

    Why is it again we can't uninstall an addon causing a problem? You get the red screen of death and cant do anything but delete everything. Not too bad unless you have 2 addons to reinstall.

    The only reasonable thing to do is keep sdk1 AND if chosen, to continue developing sdk2.

    I'll use sdkv2 for newer stuff, BUT I am NOT rewriting all my sdk1 scripts.

    The responsibility is on Ashley to either create a migration tool to automate this, or to still support sdkv1. Pegging it to a LTS version isn't good enough, especially since this is software as a service.

    Ashley - 6 months ago on the official sdk:

    ...documented, supported APIs. If you use those, we promise to support them indefinitely. That's why part of my advice is to stick to those."

    To be clear, obviously I don't want to make one big change that breaks everything deliberately - that would be irresponsible. But the problem is this could happen anyway for some other reason, such as simply by accident, or due to some major upgrade. "

    6 months later Ashley : Proceeding to make a change that breaks everything deliberately. Claiming he was:

    "forced to act" and "can only apologize"

    Calling Ashley out.

    We all have a right to be upset, frustrated, and highly aggravated.

    Ruskul I posted this topic about a month ago to talk about the sound volume, and that issue has been satisfactorily resolved. If you insist on talking about color spaces here, I personally have nothing to say about it, and I'm not going to argue with you now either because that was never my purpose.

    Cheers.

    And I posted about a month ago and added nothing about color theory in my most recent reply except in response to what you said.

    If you insist on arguing that you aren't arguing while telling someone to post elsewhere, I honestly think it would be more convenient for you to create a separate thread, because I'm not going to argue about that here as that was never MY purpose.

    Cheers

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    Ashley - I have read through it, Which is why I know you have not played in good faith. In many cases just like now, you sidestep the real argument. Just now, I was very specific and you only actually addressed the least important points and ignored a major point - primarily that of the promise you made. The language you chose to use, does not reflect the situation or your power of agency...

    Nobody forced you into this path, you chose it. That is your prerogative, but saying you can "only apologize" is a blatant falsehood, so don't even. You can't pretend that you care more about the users affected by this than your own agenda, and that is fine but don't act like it is different. You have proven this in action.

    If this is the path you've chosen, then own it. Don't apologize, because true apologies imply a desire to change, and it is clear you are not budging on this, nor will change.

    But all and all, you still haven't addressed the point about the promise made. No amount of rationale unbinds you from a promise you made. If you at least made a tool to auto update scripts, that would be one thing, but you haven't. Long term construct compatibility is now the worst on the market of all major engines.

    I have never been told by a developer "this is the way" to then be told 6 months later, basically go fish yourself and "sorry" for the inconvenience.

    Also, the manual still sucks for scripting. It is still the worst on the market, and now even worse.

  • I think fedca understands the point I was making better I think.

    Ashley - I have used construct a lot in education settings, I have taught 3rd -> 6th and I think you misunderstand my point.

    I'm not arguing you should have invented a language for construct. that is a hill I agree you should die on, I would do the same. I'm saying no other major game engine forces you to use a proprietary language any more than construct does. Gamemaker gets the closest to forcing you into gmsl, but you can create c++ libraries and sidestep that.

    In unreal, you can use blue prints. Those won't translate out of unreal. Or you can use c++. In Unity, you can use bolt, playmaker, or any other graph tool to design logic. Or you can use c#. Godot offers both c# and c++, but some people like the built in language.

    In construct, the primary selling point is no coding required, because speed and ease. So you use event sheets, and just like in the other engines, like gamemaker gmsl, that specific knowledge base won't transfer exactly.... but you can indeed use javascript, but using javascript in construct is harder than c++ in unreal and c# in unity. Milage may vary, but I can get 6th graders coding in unity much faster than in construct. Creating a functional asteroids like game all in code takes much less work in unity, unreal, and gamemaker.

    Typescript has improved c3 coding times a huge bit, but it is totally disingenuous to use comparative language in marketing when the engines that are comparable don't have an issue that makes construct a better choice.

    Construct is cool because you don't have to program. In that, I would argue it is the most advanced tool while also being super simple to pick up. When you are ready to "level up", it supports javascript, which learning that is a translatable skill, meaning you don't have to switch engines if learning to code is your ambition.

    My point is that the marketing statement on the front page makes it sound like using other game engines is a bad idea for reasons that construct alone amongst its peers has solved. This just isn't true.

    Liberador - I'm on Ashley's side on this, bringing up color spaces is relevant because the reasons for either are the same. Sorry if you feel frustrated by this but you are wrong - It was much more convenient for me to post here.

  • Other engines use proprietary programming languages that lock you into their ecosystems. Construct uses Javascript which is one of the most popular programming languages in the world.

    Learn real-world transferable skills and level yourself up with Javascript.

    This has several false assumptions:

    1. Popularity of a language at large makes it a better language for game development

    2. Construct doesn't lock you into their ecosystem, with its own proprietary

    For 1 thing, javascript may be really popular, but it isn't for game devs. C++ or c# are much better options in the industry. Javascript is popular because its for the web... not games.

    Some engines use proprietary languages. The big ones don't...

    Unity: c#

    Unreal: C++

    GoDot: C# / C++

    Even gamemaker can use C++.

    In both gamemaker and Godot, you can use the proprietary language. Much like how if you use events in c3. You will be locked into the c3 ecosystem just as much, if not more than the big 3 engines I listed above.

    Both c++ and c# programmers, on average, earn more than javascript developers, and if you want to work in the games industry, unity or unreal is the most solid option to learn.

    This marketing statement is basically a box of BS and misguided assumptions.

    ...great extent to which other developers have ignored the warnings in the SDK documentation have forced us to act on this to prevent disaster in future, and I can only apologise that addon developers who have always abided by our advice are impacted by this.

    Ashley

    First of all, you are not being forced. That is not how that word is defined. You are choosing. Don't shirk the taking responsibility by using a passive voice. It's pathetic and unbecoming of a leader.

    Second, you aren't preventing the future disaster, you are making it happen now, completely and totally; For all behaviors written correctly, and the ones who ignored the warnings. You are NUKING every building in a city to address the ones that aren't up to fire code so we don't have fires in the future.

    AND then you have the audacity to say you can "Only Apologise" for the fallout!?!?!?!?

    You can bloody well do more than that. You can not force v2. You can provide better api exposure. You can listen to the community. Dude. I expect this level of word play from politicians, not programmers who whould understand logic and syntax . You can "only apologize". Lol ~ crying in tears while laughing hysterically~ I am so frustrated right now.

    You promised the official sdk would be supported and now you claim the intent of that promise is preserved because there are equivalent commands in sdk v2. That "intent" was not clear in the words you used to convey that original promise. You seem quite proud of how incredibly backward compatible c3 is - but I have scripts written in 2015 for unity that still work, and they never made such promises.

    The sdk manual currently sucks, there is no reference in the sdk v1 for each call pointing to the new one. I'm pulling my hair out trying to get these translated, but I don't think its worth it. and the fact that official behaviors haven't been translated to sdk2 only provides more evidence as to the weaknesses of sdk2 and that it isn't ready.

    Construct looks like a poor choice going forward for advanced users.

  • Is there a manual entry for : createLoopingConditionContext()

    I can't seem to find it.

  • Do you know where in the manual this is at: createLoopingConditionContext()

    Both google search and website search bring up nothing atm.

  • Looking around, can't find. Google keeps landing me at sdk v1:

    construct.net/en/make-games/manuals/addon-sdk/runtime-reference/event-sheet-classes/eventblock

    Have these been overlooked for sdk2?

  • What kinda behaviours did you create? Maybe or hopefully there's workarounds or ways to solve this?

    Mostly, behaviors for state management, custom movement / behaviors, physics, collision resolution, a stat system with dynamic buffs/debuffs, a custom input plugin, and a few others. Mostly just system stuff and non-particular library stuff.

    Things like the toggles, stats, inputs, and state management tools actually should transfer fairly easy as the calls to c3 api are minimal (just tying the behaviors to each other so I don't have to create go-between events).

  • Having the abilities to create plugins/behaviors from within construct would be game changing.

    But in the mean time, Have you tried c3ide2, by skymen there is currently a branch with some v2 templates, and the cli should be updated soon.

    both of these are much better than the original c3ide and support v2, they are also more robust and imo provide a much better developer experience.

    The thing I liked the best about c3ide was the auto generation of ACES through the gui. Click add paramter / add action, etc, and then fill in the relevant items once. I didn't think c3ide2 had that? I'll have to check it out again.