Yura G's Forum Posts

  • I mean, is it possible to have multiple blend modes on a single sprite?

    For example I have an item that should appear on specific areas, so it has mask-like behavior using blend mode "Source atop", but the way the item should appear is in "Additive".

    I believe the short answer is NO, but what is the long answer?

    Thank you.

    Satisfied?

    Yes, Ashley is the best

    I know no one likes to read 30 previous pages, but if you did, you'd know that C3 will not have 3D support, at all.

    Eventually I did...

    And I found that in those 30 pages there is no confirmation from the developers Ashley or Tom that there will be or wont be 3d.

    Maybe the confirmation in other topics (I'd like to see them), like some people mentioned:

    I believe Ashley already responded at least 50 times with something like "No it will not be a 3D engine, despite the '3' in the name".

    The only infromation from the devs in this topic is:

    It would be a huge project for any programming tool to add non-programming support anywhere near as sophisticated as C2's - there is an absolute ton of features in there ranging from top-level features like functions and loops down to unique internal optimisations to make it run fast enough, all built up and tuned over a period of years. I would be super surprised if anyone could get anything remotely comparable even after say a year, if they are starting from scratch, and they'd have to have a 100% focus on it the whole time.

    We are basically working full-time on C3 and it's been our focus for over a year now. It is certainly not going to be cancelled or anything like that. We are just not ready to share any information yet for a few reasons:

    - C2 is still a great product and actively maintained, and we think it's best for users to keep focusing on C2 instead of sitting around waiting for C3 (especially since we still don't know when it will be ready)

    - we don't want to say something and then end up delaying, modifying or ultimately removing any particular feature we talked about - right now everything is still subject to change

    - public information about the state of C3 could affect our competitive edge, especially since we're doing some pretty interesting stuff

    - we don't want to ruin the surprise!

    Rest assured we are working daily to get C3 ready as soon as possible, and we will share more information when we're ready.

    Wow, I only just seriously checked out Spark, and that's the closest thing to Construct I've seen in a while! They even have "Event sheets" and "Behaviors" which look very similar to what C2 does. Still, it's unreleased, and they have a smaller team and a lot of catching up to do, but I'll be interested to see what their take on the event system is.

    I really think a lot of this talk is premature. Construct 2 was released five years ago and has been in active development since, and has the kind of maturity that comes with that length of public development time, e.g. people can open 400mb projects with thousands of events and things still work smoothly. There's a lot of work and literally thousands of bugs to get to that point (4634 closed bugs in Construct 2 at time of writing!). I'm not saying nobody else can do that, but for a product that isn't even out yet, all anyone can to is speculate. I think as a customer it's easier to imagine that everything will be a magic silver bullet that works perfectly, but as someone who works on the tech behind these things, it rarely works out that way!

    We don't want to announce anything that isn't 100% guaranteed yet, and everything is still subject to change.

    I am also very skeptical of users voting on features since we did multiplayer based on that. The multiplayer feature won all feature votes by a significant margin, we spent months implementing it, and then saw pretty low usage of it after that. It's also stayed pretty flat and has not grown much. Its usage is nowhere near as much as the votes would have suggested. So while I think user feedback is essential in general, voting systems aren't always helpful. They represent hype and people's imaginations of what would be good more than how many people will really use it.

    TheRealDannyyy wrote:

    I read that a lot of people didn't expect it to be this difficult.

    Yes, but I anticipated that, and specifically warned people to assume that multiplayer would be very difficult to use, and only to vote for it if they were prepared to use a difficult feature. Everyone voted for it anyway.

    fremachuca wrote:

    I definitely think it would be wise to have a couple of developers that you trust and use construct on serious projects give you solid feedback based on their experience shipping games using the engine.

    We have been doing this routinely for years now. For example even just in the last build r228, the new AJAX triggers, the "on save failed", and all the bug fixes were made based on feedback from users with real-world problems. For example some users were struggling with a problem with handling dynamic AJAX requests, and it was established on the forum that these triggers would help, so we added them. That's been the bedrock of how we develop C2 for a long time!

    We possibly did announce C3 too soon. Our intent was to

    a) start raising awareness of a new product coming out at some point in the future, and

    b) explain why Construct 2 development might be slowing down somewhat.

    However for the reasons I posted earlier we never felt like it was a good idea to announce anything further. So I can see the frustration. But I'm not sure what else we could do, other than e.g. announce something we're still not 100% sure will launch, and then distract sales away from C2 for something which doesn't even have a release date yet.

    We have actually been working on further hiring and are still looking in to some expansion - we just haven't made announcements yet. But Scirra has been bigger than just Tom and I for a while now.

    2D flowchart systems like that are pretty much completely different to events.

    I don't recall ever calling it a mere re-skin. We are rebuilding the entire editor from scratch.

    We'll have more news when we're ready to announce it. Until then sorry, you'll just have to be patient!

    I will summarize it even more:

    We possibly did announce C3 too soon.

    Everything is still subject to change.

    We don't want to ruin the surprise!

    So, they are working on something big, nothing is confirmed or denied, we just need to be PATIENT for real announcements or hopefully to see Construct 3 release.

    p.s.

    I think there wont be a 3d support, but if there will be, it will be a hell of a surprise.

    If someone really wants 3d, he should consider Q3D plugin.

  • I testet the issue a lot, and made some researches.

    The problem is Canvas-Built-In-Blend-Modes on Apple devices, even on iOS that supporting WebGL (I'm talking about you iPad Mini2 iOS8, iPhone 6 iOS9.1, but still have to test out iOS10)

    I have the feeling that the problem have something to do with how apple devices deal with graphics, because there is no bugs on pc(using Chrome, Firefox,IE, Opera) or android devices (Galaxy S4, LG G4).

    But I still hope that I that I can somehow fix the problem without disabling the effect.

  • Please, help...

  • I thought to do it with spriter as I always did, but recently I saw a wonderful blog "Creating Klang’s Art and Design in Construct"

    [quote:oyfxkvlg]

    Video playback during gameplay.

    Aww...He’s so happy to see you!

    One of my favorite features that got introduced mid development, was support for Webm video. This is something I’ve even had Unity developers express envy over. While video support isn’t necessarily anything new, having it run in parallell with gameplay without loosing performance has enabled me to make some visually memorable moments.

  • Hello,

    In a project I have to implement sequence of animation.

    Lets say 7 second animation 400x300 pixels.

    What is the best way to implement it?

    I'm interested in performance, low download weight, working on all devices/browsers, fluency... Mainly performance.

    Candidates:

    Frame By Frame - sequence of animation like GIF, preloaded during loading, but very heavy and don't know about performance especially on mobile devices.

    Spriter - plugin, preloaded during the game, so on low internet speeds can cause a bug, very light, moderate performance.

    Video - video, loading during the play, can stack during the animation, heavy, should have pretty good performance but not sure how much supported on different devices.

    What are your suggestions, your previous experiences?

  • Hello my friends,

    Did someone got a visual bug of double text?

    It looks like that:

    I get it only on iPad2 mini.

    Tested also on adnroid, pc, chrome, firefox, IE...

    * The text is ONE text object only

    * The text have blend mode.

    * Text have outline effects but now they are disabled.

    * Text in a layer with scaling of the layer.

    * Layer have own texture ON.

    * I CAN NOT use sprite fonts.

    Please help,

    Thank you.

  • I got it!!!

    I reproduced the bug!

    It happenig only when the Intenet-Explorer Dev-Tool (F12) is running.

    Look, I made a small demo with FPS monitors, one with dev tools opened one without...

  • To be honest, I cant reproduce it either, but our QA team found that bug and it happens only in IE.

    So I have to ask because I have no clue what is the problem....

    We both tested on 11.0.9600

  • Hi,

    I created a game, it runs smooth on Chrome, Firefox, iOS devices, Android devices, even on iPad2 Mini (big resolution to weak CPU ratio)...

    But very slow on internet Explorer, the slow-down occurs when the game playing about 50-70 small (~20x20px) triangle physic objects.

    Am I the only one to have that issue? Any suggestions?

    Thank you.

  • From the web browser debug console you can type cr_getC2Runtime() to get a snapshot of the entire c2 runtime that you can browse. It doesn't have the object names so it's a bit trickier, but if you know the uid of the object you can get it with cr_getC2Runtime().objectsByUid[2] where 2 is the uid. It's probably more of a novelty that you can access everything that way if you locate where to look, in practice it's better to use C2's debugger.

    Thank you! That is exactly what I needed!!!

  • Be sure to use the debugger and otherwise, use the Browser plugin's action "Log" to log whatever you want in the console.

    No, I need the other way around.

    Not the game telling me what the values are, but to be able to see the values inside the game from the browser.

    For example if I want to see the content of this forum comment, I would press F12 (on Crome) and look inside the elements of the DOM to find out that my comment containing:

    "[quote="Kyatric.... ....those values?" Or using console to get the element by its ID and geting the data. The same I want to do with my game, I know the names of the variables and etc, everything is happening on the client-side inside JavaScript, that mean that all I need is the API to get values from the construct2-canvas... Some body knows how I can get those values?

  • My question is:

    How I can get values using the Developer Tools (console)

    For example I can run Construct functions by entering the console:

    "c2_callFunction("Function Name", [array of params])"

    But is there is some kind of DOM system that let me enter and see the values of my spriter, texts...

    Their instance values and regular values...

    Examples of what I want:

    spriteName.instanceValue

    spriteName.height

    someText.text

    system.time

    and etc...

    Or is there other solutions to get values of things rather than console.

    We just want to make some automation testing without adding scripts to the games.

    Thank you.

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  • Thank you!!! I was looking for one of those effects for very long time