brainwavecreations's Recent Forum Activity

    Very interesting idea Mike at BrashMonkey. I could definitely get behind this, and have had to find some interesting ways to make something like this work.

    Definitely a detailed feature request, and hopefully it works it's way into the pipeline :). I'll upvote it ;)

  • I agree in some ways, I find it can be a memory game when using C3 in certain cases (e.g. For me, when working across multiple event sheets, it can be easy to get a bit lost (the bookmark bar needs a bit of love as it's too simple)).

    With layouts and layers being selected or locked, let's say you needed to make a change to the HUD layer on 20 layouts: once you have done 2 or 3 layouts, wouldn't you sorta get into a pattern of "click next layout, click HUD layer, make change, click next layout, click HUD layer, make change"?

    With determining which objects are on which layer, I agree that perhaps there could be a way to easily tell which objects are on which layer quicker, but generally wouldn't you know "oh this object is the score text, so this must be on the HUD layer. This is the ground, which will be on the Game layer." etc. Unless your game is a layer-heavy game and objects go between different layers often.

    I personally don't lock many layers at once, because I have like 20 or 30 layers, so I tend to lock things when I go to click the object I want, realise something is above the object, and because I've clicked this other object, I look over at the properties bar, see the layer this object is on (e.g its on the Debug layer), so THEN I lock the debug layer and continue what I was doing (then I might forget to unlock the layer, but that's my own fault really).

    I also use C3 when sleep deprived! When I'm TOO sleep deprived, I start to notice the quality of my events gets worse, and how slow I am at solving issues, so I tend to stop and just go to bed, otherwise I will end up wasting my time the next day by cleaning up the mess I created the previous night when I was sleep deprived.

    Yeah, exactly. I could not agree more. I am getting into patterns/systems of moving layout to layout, layer to layer, while moving the same object across all layouts/layers. I should probably start leaving more layers unlocked. But, that is when I start making mistakes, because I forget to select the proper layer when quickly switching layouts. Then place objects on the wrong layer when it's unlocked.

    Maybe having some way to move an object to the same layer across all layouts. Or like suggested, having a setting to select the same layer across all layouts, or lock/unlock the same layers across all layouts. When each of these are done on one layout. Would help folks like me. But, it's definitely not necessary. Just part of the mental game.

    I definitely agree about the bookmarks feature as well. I've been making more use of them, but agreed, it is pretty basic system. These are just very small pet peeves. And, there is nothing wrong with the way it is currently setup. There could be some extra settings that could be turned on with a checkbox, to make quality of life easier while working quickly. But, not sure how difficult it would be to do, with the way C3 is currently setup on the backend.

    I notice the same thing when sleep deprived. Especially after pulling an all nighter or two. But, at the same time, when I'm tired sometimes it forces me to slow down and pay more attention to what I'm doing/the steps I'm taking along the way. Then I find errors and issues I had made while awake, full of energy, and working quickly. So, each state of mind has it's benefits and draw backs haha XD

    I'm learning more and more, that I definitely need to pay more attention to editing multiple layouts/layers at one time. Or, set everything up on the layers I need, and build out most game play mechanics/objects on one layout. Then Duplicate the layout, so everything is on the layers as needed. But, this is not the best case for all situations.

    It's more about the way different minds think & work. I need to get out of the habit, of thinking that I've selected the layer on one layout, it is selected across all layouts. I too work with many layers in some projects. I'm learning faster ways to manipulate object positions in the editor, and which layer it is on. And, using events to move objects across layers as needed, then back to original layer. Which is needed anyways, for certain game play mechanics.

    I'm slowly building up the proper habits while working many hours in C3. I definitely work smarter with more sleep. I've got my diet dialed in. Lately I'm working on my sleep routine. But, sometimes I work better with less sleep. So it's about finding balance.

  • I don't know if it's just me. But, I find a few very small quirks of Construct 3, that wind up killing time. It's probably just me, and the way I work, and the way my brain works with applications such as this.

    But, something dumb, like locking/unlocking layers, can be a pain for me if I'm making edits across multiple layouts at once.

    I also have a bit of trouble remembering to select the layer I need to be working on, when I switch from layout to layout. I will select a layer on one layout. Then jump over to another layout, and think the same layer is selected on that layout.

    Also, selecting an Object that is on a currently locked layer, Construct 3 does not provide the name of the layer the object is currently on. So, then I'm left unlocking/locking various layers until I find the layer it was places on by accident. There is a handy warning when placing an object on an already locked layer. But, if I'm placing objects on a layer that is unlocked. Then, later lock that layer, I can easily lose track of where it actually went. Especially while working with quite a few layers.

    Maybe, I just try to work too quickly, and should take more time to pay attention to what I'm doing as I work. I've recently come up with a few systems mentally, to keep track, and make sure I'm setting things properly as I move from layout to layout, layer to layer, etc.

    Other than a few minor pet peeves like this, I find Construct 3 to be a fantastic tool for what it does. And, I love working in it, besides when struck by a random crash here and there. Which is rare in the Stable channel, but causes quite a few issues when testing the Beta versions. So, I'm just sticking to the Stable channel of releases for a while. After losing work a few times in beta. I always make multiple backups of each project file. Especially when working in the Beta versions. But, it's still just lost time in the end. So Stable releases only, as of last week.

    Anyways. I thought it would be cool to have more features, at least as an optional thing in the Settings Menu. Like selecting the same layer on all layouts while working, and locking/unlocking layers across all layouts, etc. I'm doing my best to learn from my mistakes. But, some times while working quickly, I can make mistakes, especially if I'm sleep deprived. So another thing to take from this, is getting more sleep, and bringing more order to my current sleep routine.

  • Every time I try to learn in the Construct "manual" I never find an example... The manual kind of says read the manual, or says do this command to get your answer. Some of us learn by images and examples guys.. Please include specific screenshots, and examples to get from A-Z The most recent was speech synthesis, I am trying to find out how to select a female voice in the web app, and the manual says run some command to view the list. If I knew how to do that I wouldn't be in the manual looking for an example.. :-D great platform, great community, and sometimes the community says "RTFM" but have otherwise been super helpful. Just some feedback for the people maintaining the "manual" please include more visual examples.

    I've read through the documentation from top to bottom, besides the last two sections, on two separate occasions. Over the course of a week, while working with construct. I still reference it often.

    I'm the same way. I definitely learn far better, by watching video, or image along with text. There are a bunch of video tutorials on this site as well. Along with tons of educational content available online.

    I found it best to follow along with video tutorials found on a few different YouTube channels. And, reading through the Documentation definitely went a long way in learning the ins and outs of Construct 3 as well.

    I find the Documentation to be a great reference point, for an overall view of Construct 3. Along with it's various capabilities, layout, objects, timeline editor, etc. But, I definitely need to jump right in and follow along with a video to learn certain things :)

    As you know there are hundreds of examples built right into Construct 3. I just checked inside the Example Viewer in Construct 3. With no filters selected, it's showing 283 results for available examples.

    I rarely view the examples, besides new ones that peak my interest, by catching my eye while reading through a Construct 3 release email/blog post for example. But, I could see it being useful to use the examples as a tool to learn. By, deconstructing the Conditions/Events in them.

    I've done this with templates I've purchased over the past year. But, haven't dug into the examples much. But, I could see myself doing so, if I was creating a game with some specific game play element that is readily available in the examples. Which, I'm sure most cases are covered one on example or another.

    There have been certain YouTubers, I've tried to follow along with tutorial series, and have been left completely lost with wasted time to boot. Because, the person recording the videos would change objects, variables, events, etc, between videos without really explaining that it had been done. So, it was a lot of lost time, pausing the video, and scrutinizing the Event Sheets at the moment the video had been recorded.

    Anyways, I've found some really good sources. And, I could recommend some YouTube Channels, if you want some good resources to learn from :)

    I've just completed all the prep work for an entire in-depth platformer tutorial series, and have already recorded the first handful of videos. I'm going to begin working on recording, and uploading all the content next week. Still sorting out the pace in which the videos will be published.

  • Hey there. I'd hate to take anyone's work away from them. But, are there no addons that would work with your projects? Something like this maybe?: https://www.construct.net/en/game-assets/game-templates/firebase-leaderboard-1724

    There is this one too: https://www.construct.net/en/game-assets/addons/easy-leaderboard-2003

    But, I'm not sure if that second one is Online or not. If not, it could be modified to work online. At least the framework is setup, even if it is only local storage. It doesn't really specify on the description. So I am not sure. *shrug*

    But, by the way it looks in the video. And, the way the developer talks about "competition driving people to play games", I would think it has some form of online capability. You could always reach out to them :)

  • Apologies for all the comments here. I'm off to bed. But, I submitted three bug reports just now, with video, if anyone is intrigued and wants to take a look.

    They involve the Origin/Image Points, Collision Boxes, and Importing Images. I've only spotted issues in the Image Editor in r304. But, it's also the only editor I've really been working in. As I rebuild this project for my tutorial series. And, adding in a ton of animations.

    Only reason I found the import animations crash, was because I figured out I could simply export them from the project as it currently stands, then import them in the new copies for each video.

    You can get around the image point, collision box issue, if you simply close the animations editor before cycling frames or animations in the list. This works most of the time I've found. Anyways, my work here for today is done. Time to crash and burn into my bed.

    Anyways. It's been a long day. Thanks for all the input and suggestions to anyone who has replied to this thread.

    I good you all a bid evening

    🙏

  • Plugins can definitely be a source of issues.

    Usually you would simply open the backup project file in whatever version you created it in, rather than trying to change the version of the file.

    Also for any sort of production work I definitely recommend working with the latest stable rather than beta. The betas can definitely have problems, and you usually don't absolutely need the latest features.

    I am definitely doing this moving forward. I had issues during a game jam as well with the timeline editor, and reported two or three issues I'd had with the timelines editor at the moment.

    I will be reporting these as soon as I am rested, and thinking properly, so I can explain them well, and provide source files. If I come across any other bugs along the way. I can report those all at the same time.

    It's mainly been stuff with the Animations Editor. I think the collision box can be wonky as well. Similar to the Origin Point moving when changing frames. This happened in the past, and when I reported it, it was fixed in the next Beta.

    Edit: For right now, I am just copying already made stuff. So it is sorta brainless work. If I feel alright, I will report tonight. But, I feel like I'm going to puke. Pulled a couple all nighters this past week. I really need to stop doing that. Because then I waste time being only partially functional mentally.

    Tonight, tomorrow, or latest Saturday. I'm going to thoroughly test the Animations Editor. Then submit any of the bugs I come across, which have not been submitted yet. I just need to get this done right now.

    EDIT 2: All caught up. Going to take a 10 minute breather, then get a video recorded with some of those bugs, and submit them before I crash lionz ✌️

    I usually make sure there have not been reports submitted first. So I'll go ahead and do that. But, if anyone knows how to revert to an older version. That would be cool for future reference. I've tried it a few different occasions with no luck. I thought maybe it was the compression, which is why I tried both apps to zip the project files. But, a .zip should be a .zip. Then just convert it back to .c3p.

    Ahhh well. I'll take care of those reports. Then crash for the night. My eyes feel bloodshot as all hell XD.

    Have a fantastic night everyone. And, apologies for all my posts, and ramblings here

    I'll catcha all later ✌️

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  • What kind of bugs? Usually the betas are solid. Did you report them?

    I've been extremely busy, I was planning to check the bug tracker the end of this week. Mainly image points not applying to all animations, if set in animation editor then switching frames of an animation. And trying to import animations I had exported, crashed it at one point, and project could no longer open. That was earlier today.

    I am extremely sleep deprived, and on deadlines. So time has been tight. I'm currently working on rebuilding these projects in 302. I'm only using those three basic plugins like I said.

    Also checked that the theme and all settings were the same earlier. But, wasting far too much time trying to roll these back. Will be faster to just rebuild them real quick. I need to crash big time tonight, or I'll wind physically sick. I figure just rebuild them. Because with Scirra's break next week, it may be a minute for a stable build.

    I usually report bugs straight away. But, I'm squeezing in stuff I need to get done, literally every minute of the day. I feel like I even spent too much time typing this, and it only took a few minutes.

  • Hey everyone :)

    I'm currently working on a video tutorial series, and I normally use the Beta releases of Construct 3. But, I've been running into quite a few bugs with the latest r304 version of Construct 3. I'm good about making a couple backups, just in case one gets corrupted. Which did happen earlier today, so I'm glad I had a couple backups.

    Anyways. I'm just trying to roll back to a couple versions back, r302. Which was the latest Stable release. I've followed the guide here https://www.construct.net/en/tutorials/downgrade-c3p-file-project-2556

    But it does not seem to work. I replace the Version fields using Find Replace. And, changing the top version field manually, from "30400" to "30200". I don't have many plugins in the project yet. Just the Keyboard, Mouse, and a few Sprite Objects at the moment. A couple Event Sheets, and one layout.

    I have a bunch of project files, as I plan to give out the project source with each video that gets released, along with the assets.

    I've tried zipping it with WinRAR(using .zip archive), as well as the compression to .zip built into Windows 10. Following this guide exactly, and I can't get it to work inside of r302. It gives "Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project.

    Has anyone gotten the roll back to work properly? If not, is there an easy way to save objects and import into an older version? I would imagine the animation frames could be exported, then imported into an older version. But, other than that, not sure.

    If I cannot get this to work. I'll just get moving rebuilding everything in version r302. Because r304 is beginning to drive me a bit crazy with this project. Which already has a lot to plan out, and keep track of.

    Any help would be greatly appreciated :)

    EDIT: I've even saved one of the example projects in r302 and compared the "project.c3proj" files between the two. And, I'm not seeing any difference, except for the, UniqueID, SID, and some of the settings. Because, I'm using different plugins in my project compared to the example I saved in r302 just to double check the file being modified in the archive.

  • > I wonder if this will work when creating new objects then calling function in same event. Or, if that doesn't work, adding a wait 0 seconds before calling the function. When I'm home, I'll be playing around with this!

    seems to work!

    Woot! Thanks for confirming fedca :)

  • I'm pretty sure it simply means that any objects that were picked in the event that called the function, will also be picked in the function, and you don't have to pick them again. As in the two random objects I pick in the event, will be picked inside the function, which was not possible this easy previously. The function is still only called once.

    This would have destroyed ALL enemies and set the animation of ALL sprites, but with copy picked it will only do it for the picked instances.

    Awesome! That's exactly what I thought it might be doing with the new r304. Thanks for your input! I will definitely need to play around with this. I usually pass through either a UID, or Object name for various functions that require it.

    Let us know how you make out, Jase00 :)

  • As the title of this Topic says, I am a bit confused on what the new "Copy Picked" for Functions actually does? Does it simply mean, that it will run on each selected object(From the SoL of the Event Block) that calls the Function, each individually? As the Release Notes for today's build make mention of, not having to pass through Object UIDs while creating Functions.

    If someone doesn't mind explaining what this actually does, I'd be super grateful. I'll try to find time during the evenings this week, to make a test project to play around with Functions as well, to see what this change actually does. I'm sure the official Documentation will be updates with this information over time as well.

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brainwavecreations

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