Fengist's Recent Forum Activity

  • Can't help you. The link you provided promptly crashed trying to load with a google sad face trying to load it into Chrome. Reloading the page, it politely told me it wasn't designed to run on my device.

  • Excellent! And when you're all done could you please box up your CPU and ship it to Iowa? My 8 core 4ghz machine with 32 gigs of ram still only managed 129k in r149. I want your toys.

  • I think maybe you're not looking outside the box. For example. Yesterday I downloaded a piece of software that was supposed to help me in crafting for another game. It was a Windows application. Now what I expected was something written in a 'normal' language with a 'normal' interface. To my surprise, this person created a desktop app designed for calculation in Unity? To take this in another direction, the reason I purchased C2 years ago was to augment another piece of software I had written in Delphi. I was able to take C2 and make an Android based teleprompter. So I'm not sure what your definition of 'serious' is but both engines have the ability to get just as serious as you wish. You can delve into C# or JS in Unity to make things work exactly as you wish and you can use JS in C3. If I can get the server tech working right, I'm in the process of building a game that, in theory, could host thousands of players... in C3. To me, that's pretty serious.

    When I look at Unity I see an utter mess. For example, I read a tutorial on how to do something specific with Unity. What this skilled programmer did was attach 15 odd scripts to a whole host of objects creating 15 different places where something could go wrong. Debugging that was a nightmare. Was it structured? Oh yes. Was it a nightmare to follow... Oh yes. I rewrote the entire thing into one C# script so that I didn't have to play hop-scotch trying to get it to work. Now if this is how the magic of grouping assets works then I'm not impressed.

    Furthermore, every single time Unity comes out with a new version, half the games that use it break. Read some of the dev blogs for games that use Unity. They consider it a major accomplishment to upgrade their code to the latest Unity version and those that don't succeed end up reverting back to a previous version. And that's damn near every version that Unity releases.

    No one game engine is going to create every conceivable game. And even when you do find an engine you like, it's going to take some creativity in order bend and shape it into what you need. Many times, you'll be working with the limitations of the engine itself. Finding ways around those limitations and still accomplish your goals is what creating any software is all about.

  • You may not believe this but last year I walked into a local company to fix some computers and in the back was this machine running Windows 3.1.

  • Having worked a lot with Unity over the years I can definitely say that C3 is not Unity. You are not going to put together a game like Rust in the C3 environment. And like any IDE, it has it quirks and peculiarities. But, C3 has it's benefits. To put together a game and get it to market you're not going to spend 2 years just learning the interface, nevermind C#. C3 fills a niche market primarily focusing on games that can easily be run on the limited resources of a cell phone or inside a browser. The other engines you referred to like Unity and Unreal, while they may do it, would struggle to trim themselves down to run on some of the hardware that C3 would do with ease.

    They all have their benefits and downsides. You just need to figure out if any engine can create the game in your head in a reasonable amount of time with a reasonable amount of effort and support the widest variety of platforms.

    Good luck.

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  • On my old dual core laptop... quadiss

    r153 - 46455

    r152 - 47695

    r151 - 67627

    r150 - 65437

    r149 - 70155

    r148 - 73726

    ...

    r130 - 57343

    I also tested the fill rate and it was ~90 regardless of version.

  • Are you sure you want me to keep playing with your software? Mind you, I can find a way to break a solid block of steel.

  • Ohhhh... I think I may just give up on rewriting this plugin and just modify it's code when I need.

    So, I imported the HTMLElement into c3IDE with the hopes of being able to make modification and clean up a lot of extraneous code. Got it imported into c3IDE, got all of the necessary names changed and basically made a duplicate with a new name. Got that installed into C3, replaced one of the HTMLElements with the new plugin, got all the code set to point to the new plugin, fired up the web server, fired up C3 and... nothing.

    Just a blank screen.

    Ok, so I ran the project in debug mode and the loading stayed at 0%. It never loaded the project. I decided to check the cpu profiler to see if it was even hitting the cpu, and couldn't. I was politely informed that the cpu profiler is for subscribers, which I am.

    So, I removed the new plugin, re-enabled the old one, shut down the web server and...

    the project fired up normally.

    Ok, so let's start over. Went back to c3IDE and deleted the renamed plugin, reimported the HTMLElement thinking ah hah... I'll duplicate it. Imported it, clicked on the duplicate button and...

    There was an unhandled error in the application. see logs below =>

    ERROR MESSAGE => Type 'c3IDE.Models.Action' in Assembly 'c3IDE, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' is not marked as serializable.

    ERROR TRACE => at System.Runtime.Serialization.FormatterServices.InternalGetSerializableMembers(RuntimeType type)

    at System.Runtime.Serialization.FormatterServices.<>c__DisplayClass9_0.<GetSerializableMembers>b__0(MemberHolder _)

    at System.Collections.Concurrent.ConcurrentDictionary`2.GetOrAdd(TKey key, Func`2 valueFactory)

    at System.Runtime.Serialization.FormatterServices.GetSerializableMembers(Type type, StreamingContext context)

    at System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitMemberInfo()

    at System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitSerialize(Object obj, ISurrogateSelector surrogateSelector, StreamingContext context, SerObjectInfoInit serObjectInfoInit, IFormatterConverter converter, ObjectWriter objectWriter, SerializationBinder binder)

    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write(WriteObjectInfo objectInfo, NameInfo memberNameInfo, NameInfo typeNameInfo)

    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteArrayMember(WriteObjectInfo objectInfo, NameInfo arrayElemTypeNameInfo, Object data)

    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteArray(WriteObjectInfo objectInfo, NameInfo memberNameInfo, WriteObjectInfo memberObjectInfo)

    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write(WriteObjectInfo objectInfo, NameInfo memberNameInfo, NameInfo typeNameInfo)

    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Serialize(Object graph, Header[] inHeaders, __BinaryWriter serWriter, Boolean fCheck)

    at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize(Stream serializationStream, Object graph, Header[] headers, Boolean fCheck)

    at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize(Stream serializationStream, Object graph)

    at c3IDE.Models.C3Addon.Clone()

    at c3IDE.Managers.AddonManager.DuplicateAddon(C3Addon addon, String name)

    at c3IDE.Windows.DashboardWindow.DuplicateSelectedAddon_Click(Object sender, RoutedEventArgs e)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)

    at System.Windows.Controls.Primitives.ButtonBase.OnClick()

    at System.Windows.Controls.Button.OnClick()

    at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)

    at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)

    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)

    at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)

    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)

    at System.Windows.Input.InputManager.ProcessStagingArea()

    at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)

    at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)

    at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)

    at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)

    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)

    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

    ERROR INNER EX =>

    ERROR SOURCE => mscorlib

    EXCEPTION LIST =>

  • Deleted the sqlite file, downloaded the update, created a new plugin just fine.

    Imported the HTMLElement, compiled it:

    6/14/2019 11:05:41 AM : Info => compilation complete...

    Thanks for the quick response. Now, if I can figure out how to make plugins and use this, I'll be sure to donate.

  • Ok, cool. I just downloaded a new copy of the setup, ran it and it installed fine with the 'New Plugin' at the top. All I did was click on load and it crashed again with the error above.

  • Well, this started when I imported a plugin, the first errors I posted were from trying to compile it.

    https://www.twistedvoid.com/HTMLElement.c3addon

    Right click that link and download.

    Since that was creating an error I decided to just start a new plugin. So, at first, I filled in the fields to create a new one and when I click save it politely tells me that addon data fields cannot be blank. From that point on, anything I click on, it crashes and gives errors like the one above.

    So, I uninstalled, reinstalled, same problem.

    Now I have 0 plugins. I load up C3IDE, click on create, save. I get the addon data fields cannot be blank. I click on anything else and it crashes.

    There was an unhandled error in the application. see logs below =>

    ERROR MESSAGE => Object reference not set to an instance of an object.

    ERROR TRACE => at c3IDE.Utilities.Search.Searcher.ParseAddon(C3Addon addon)

    at c3IDE.MainWindow.HambugerMenuItem_Click(Object sender, ItemClickEventArgs e)

    at MahApps.Metro.Controls.HamburgerMenu.RaiseItemEvents(Object selectedItem)

    at MahApps.Metro.Controls.HamburgerMenu.OnItemClick()

    at MahApps.Metro.Controls.HamburgerMenu.ButtonsListView_SelectionChanged(Object sender, SelectionChangedEventArgs e)

    at System.Windows.Controls.SelectionChangedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)

    at System.Windows.Controls.ListBox.OnSelectionChanged(SelectionChangedEventArgs e)

    at System.Windows.Controls.Primitives.Selector.InvokeSelectionChanged(List`1 unselectedInfos, List`1 selectedInfos)

    at System.Windows.Controls.Primitives.Selector.SelectionChanger.End()

    at System.Windows.Controls.Primitives.Selector.SetSelectedHelper(Object item, FrameworkElement UI, Boolean selected)

    at System.Windows.Controls.Primitives.Selector.NotifyIsSelectedChanged(FrameworkElement container, Boolean selected, RoutedEventArgs e)

    at System.Windows.Controls.Primitives.Selector.OnSelected(Object sender, RoutedEventArgs e)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)

    at System.Windows.Controls.ListBoxItem.OnSelected(RoutedEventArgs e)

    at System.Windows.Controls.ListBoxItem.OnIsSelectedChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)

    at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)

    at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)

    at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)

    at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)

    at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)

    at System.Windows.DependencyObject.SetCurrentValueInternal(DependencyProperty dp, Object value)

    at System.Windows.Controls.ListBox.NotifyListItemClicked(ListBoxItem item, MouseButton mouseButton)

    at System.Windows.Controls.ListBoxItem.HandleMouseButtonDown(MouseButton mouseButton)

    at System.Windows.Controls.ListBoxItem.OnMouseLeftButtonDown(MouseButtonEventArgs e)

    at System.Windows.UIElement.OnMouseLeftButtonDownThunk(Object sender, MouseButtonEventArgs e)

    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)

    at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)

    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)

    at System.Windows.Input.InputManager.ProcessStagingArea()

    at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)

    at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)

    at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)

    at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)

    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)

    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

    ERROR INNER EX =>

    ERROR SOURCE => c3IDE

    EXCEPTION LIST =>

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Fengist

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