Wolod's Forum Posts

  • As the title says I really miss this super convenient feature from C2.

    In my current project I have characters with dozens of animations. Recently I had to change colors for one of them and was really surprised that there is no option to reload the frames. I ended up renaming my sprites with the Bulk Rename utility to match the C3 naming format and simply replaced them in the project folder. But it would be much more easier if there was a good old reload files feature.

    Any chance that you'll implement reload frames feature to C3 as well?

  • Ashley Perhaps add an ability to enable the deprecated plugins via the settings menu in the future release? Something like a checkmark in the advanced settings. I understand that my issue is a rare case but it would be really appreciated.

  • > As for your question, I don't need C2 runtime, it's my employer who does :)

    Out of curiosity, what's their reasoning for this? As noted we intend to retire that next year.

    They told me that built-in browsers on the old smart TV's don't support C3 runtime. And since they're publishing HTML5 games exclusively for the smart TV's, they want to support as many devices as possible. People don't buy new TV as often as a new phone for example.

  • Thanks again dop2000, your method worked!

  • Why do you need to export with C2 runtime? It's not a great idea since C2 runtime will also soon be deprecated.

    If you are certain you need to do this, it's possible to add old function object, I did it myself recently. I believe apart of modifying the c3proj file, you also need to copy Function.json and add at least one "on-function" block to one of the event sheets. It may be easier to create a blank event sheet for this purpose in your project.

    Thanks for the quick response. I'll try your method.

    As for your question, I don't need C2 runtime, it's my employer who does :)

    Those guys have their own hardware specific reasons for this decision.

  • Hello,

    So I have a big problem. I have a project that I need to export using C2 runtime. But it uses new function blocks. Is there a way to enable the deprecated function plugin so I can rewrite functions the old way and switch the runtime afterwards?

    I have few converted C2 projects with the old function plugin. So I used them as a reference and tried to modify the c3p file of my current project by copying function.json from older games and modifying c3proj file accordingly. But it didn't work. Perhaps didn't modify all of the necessary files.

    Anyway I hope that somebody will be able to help. Thanks in advance!

  • AJ2DI Can you help me please? It's mandatory for me to migrate to nw.js 0.36 or higher. Any chance that you'll update the plugin?

  • Any chance for the new updates? I'd really like to migrate to a newer version of NW and keep the achievement support.

  • R0J0hound

    Thanks a lot!

  • Hi!

    I have two sprites with opacity set to 50. I want them to look like on this picture when they overlap. What combination of blend modes and effects should I use?

  • Heh, I joined in 2011. Now I'm a proud new member since 2018 :D

  • Hey Tom

    Just wanted to ask a few questions.

    Can you please tell an approximate date when links in the old forum posts are going to be fixed? They're not accessible right now and look like broken url tags.

    Download links in the tutorial section on scirra.com are broken too and I can't find these tutorials (including my own) on the new site. My question regarding these issues is the same as previous.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • That is a known issue. Updating the collission polygones means for the Physics engine a totaly new object every tick. Hence it runs out of memory. I saw in C3 that the error is knda solved, but that Physics dont work on a object with a scale sine attached.

    You can use this exellent engine.

    R0J0hound posted somewhere a workarround, i think it was something like dissable physics, then scale, then enable physcis. But i cant find it no more.

    I found R0J0hound's workaround in this post (). Is this error fixed in Chipmunk Physics behavior?

  • guimaraf

    Thanks!

  • DaniellMesquito

    Game is far from finished right now. I'll consider your proposition in the future (closer to the release date).