Ruskul's Forum Posts

  • I know this has been discussed before, but it still seems like the most obvious thing to me.

    With moving to sdk2, alot of the tools I used to author behaviors for sdk1 are kaput. The fact that I have to write 983746987245 files to make 1 behavior is still absurd, and tedious; c3ide was a huge boost.

    I'm sitting here looking at the pros and cons of c3 again, and writing behaviors without tool assistance is making me favor unity again. since I have to recreate all my behaviors anyway for sdk2, I'm really thinking about just going back to unity. Especially since half the behaviors I was writing for this project were ports from my unity library.

    This all just feels like I wasted the last half year for a game engine determined to shoot itself in the foot to prevent a broken leg.

  • Ashley

    Thanks for the response!

    As far as recreating vanilla behaviors, The runtime for Collision engine is missing the calls for pushing objects from collisions. I put a feature request in back in april maybe.

    Is this something you are possibly planning to add?

    As it happens, I have to push objects from overlaps that aren't solid, so the custom behavior doesn't work anyway and I have my own solution, but I think other users would benifit from having an api for that. Even better if it allows us to choose the max distance to test for instead of being hardcoded.

  • When I go the resources at Addonsdk , its a hodge podge of entries with some warning about being sdkv1, and nothing indicating whats sdk v2.

    The minimal example available for sdkv2 hardly helps.

    Am I able to simply use the same calls from the scripting reference for use inside construct 3?

    example:

    runtime.collisions.testoverlap(...)?

    Ashley , Further, I'm very sad, disheartened at this.

    I've revised my ways since I asked about the api earlier this year, as you recommended, and I had to revise my entire project to accommodate this (as well as revise my expectations for performance, since most of my unofficial api use was to improve performance). All fair.

    So I am legit now. - I've spent the last half year making behaviors using only the official api, and now I am being told that even though my addons were permitted and done the official way, I still have to go back and re-work everything!?!?!?!?

    You are breaking things so that people don't accidentally break things. wtf mate. I did what you suggested and now even still, you are not supporting the official sdk?!?!?!?

    You promised that if we used the official sdk, you would support it forever.

    you promised...

    Ashley - Quick question: Are vanilla behaviors/plugins being converted to sdkv2 ?

    I've been mostly off grid for the last few months and am trying to catch up but probably missed it if it was mentioned.

    The issue is this: If you can't make the built in behaviors with sdkv2, then the sdk isn't robust enough - until it is, I feel like shutting off sdk1 in December is a bad, bad bad move.

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    Awesome, without even needing to argue for it, I think Ashley already understands why we need LAB color space supported in Construct3 out of the box :D.

    Time to nerd out. All the reasons to keep db as the unit, is all the reasons we need lab color space. And to keep this relevant, I think they are good reasons too for staying with db.

    For those who don't know, using rgb to interpolate between two colors doesn't perceptually actually look like it is the color that should be between them. The easiest example is using grey 128,128,128 and white and black. Grey 128 isn't actually perceptual perfectly between white and black.

    The db conversation is the audio equivalent.

  • Hot, thanks.

    Can you elaborate what you meant about it should work for any tool? Do you mean, while any tool is selected?

  • Obviously, no one probably does their sprite work in the built in editor. But making making small adjustments and changes, or creating debug art is quite useful.

    BUT... there is no hot color picker hotkey, only a toggle. If I am making quick changes, I usually want to grab a color, but as it stands you have to "i" "click pick" "n"

    Thats alot more work than "alt +click" then back to painting.

    For small projects, it isn't too hard to keep photoshop or aseprite open but that adds a small workflow penalty.

  • Hey all,

    I jumped onto the construct editor to find it in a fresh install state. All preferences reverted to default, dev mode turned off, and all add-ons removed. Recent projects were empty, and I was presented with the tutorial screen.

    Anyone know if this is a reported issue?

    Thanks!

    TackerTacker - Wait wait wait.... you mean construct doesn't work with steam? There are some things I just assumed, and if I can't release a final product with potential for dlc, I think I need to reconsider using construct for my final product!

  • Sure, that makes sense, but it seems like it could still have an option for template?

    No skin off my teeth either way.

  • When you use the system action to create an object, you can create a hierarchy from a template, but not when spawning an object from another.

    Seems like that is either an oversight, or what would the reason be?

    Okay, in all seriousness I agree about a number of things:

    I think Scirra would have a better model if they had better limits for noobs and beginners (allow 3 families per project, increase events, etc...)

    I think they should then put more focus to advanced tools that allow construct to handle larger, more complex projects with ease. Currently, scaling in construct is very difficult. With that, taking beginners to advanced users would be easier, and there would be no reason to learn other engines. But currently, going from an intermediate game programmer to advanced/expert is waaaaay harder in construct than in unity.

    Like you, I had a struggle with making games (xna and c#), and after finding c2 I bought it almost the first day I tried it. As a beginner, it was superb. I did outgrow it a few years later, though I have used construct largely as a prototyping tool since 2015. However, depending on the project type, I am convinced c3 is the fastest game engine to produce simple to medium complex products in. If you have to scale those products or need shaders, cpu intensive algorithms, etc... unity becomes more productive, so there is a balance to find.

    But if the end product is suitable for construct, save yourself the time and pay the license. Its all about opportunity cost, and I can see that even if I don't think construct should cost as much as it does, currently the opportunity that the license provides is worth it.

    When you consider how fast you can setup construct, start a new project, and have playable content (under 10 minutes for simple things), and a few days for complex prototypes, construct has major advantages over the other engines. I think you know that, or you wouldn't be complaining about the price.

    2005 didn't have the rent to license software model yet. Add a decade and you'd be alot closer.

    We should bash on Adobe.

    If you want outrageously priced, rent to never own software at a ridiculous price, look no further. c3 is pennies for the value it brings in comparison.

    Photoshop alone has struggled with the same bugs for years and adobe doesn't give two cents. Most of the time, the features they add instead of fixing bugs are useless to 99% of people working in digital art.

    I still use cs6, not because I don't have CC but because it sucks so bad, uses to much resources... but I need some of the other tools for work so I'm stuck paying for it. Luckily I'm in education, which is $30/month, which still feels like too much.

    Its the biggest rip off in the software industry, and adobe hasn't added anything of higher value for 10 years except higher ram requirements.