NetOne's Recent Forum Activity

  • Right so I have been playing around with project files, very neat,

    it's also really cool to be able to see and edit the arrays like spreadsheets.

    But....

    Ashley (and im sorry to keep tagging you)

    you said that it would be better to use json array project files rather than big lumps of json text in my events

    so I have swapped out all the text files and instead am now calling the project files with ajax

    a problem has arisen though that the project files arrays take about 1 second each to load into the game arrays and appear to load one after the other

    where as when I just dumped the same text into the events, when called, it loads into the game arrays pretty much instantaneously (as far as I can see)

    it is important for me to get this bit right as this is the basis of my level change.

    basically when the level changes a function clears the game arrays (currently 5 different arrays some 3D and very big) and repopulates them with new data from the various json texts for each level

    so the difference between instantaneously populating them with the text in events or having to wait up to 4 seconds for project files data to load

    really changes the way I would approach level transition.

    * * * could you possibly elaborate on the pros and cons...of using either method ??? * * *

    .. as i am tempted to return to using text in the events (i fancy really fast level transitions in my game)

    Edit. Surprisingly, in edge, the same files are all finished loading in about half a second. That is a big difference between browsers.

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  • I briefly looked into this a while back

    And the simple answer is Yes,

    there will always be some sort of usage or licencing terms for fonts.

    Many of the better font sites have an accompanying information or a text file explaining usage rights. But many dont.

    rights can differ wildly for commercial use from (free with attribution) to (contact the rights holder for commercial use) to (licencing based on sales)

    I think it is really up to the game developer to do a reasonable amount of investigation to establish rights for the fonts they are planning to use.

    but it is a bit of a minefield out there.

    there are many very small variations of fonts with very different usage rights

    and I also believe there are many companies trying to make money claiming rights for font designs that they really didn't own.

    so as I said a documented and reasonable amount of research into establishing rights even if you cant establish the rights.

    just in case your game goes viral and the font designer / owner pops up with a claim. at least you have established intent. which is what the courts will be interested in.

    I am not a lawyer this is just my view based on limited research.

  • You sort of have two choices

    What is your window size / view-port size resolution. ?

    in project properties

    (also leave sampling to off/point for this)

    basically either

    Use a high resolution for your Window Size / Viewport size in project properties and that will be the resolution for your artwork in game

    OR

    enable "high quality" under Full screen scaling

    this will display all artwork at the highest possible resolution regardless of window size (window size will only be used for aspect ratio and movement calcs etc)

    I went into a bit more detail here.

  • you mean after export and publishing? no.

    however, you can upload a capx file when you publish your game, which is essentially the editor file, so you or others can go in at a later point and update graphics or edit programming....

    ...after youve published a file, if youve saved it, you can edit it and update the file on record scirra, updating your game on the arcade, but im pretty sure once its exported and published its as is. ive had pcs crashed and asked if i could reclaim a game from a file and they pretty much said to just remake it.

    No no no no no no.... I think you misunderstand my friend.

    Maybe I am not being clear.

    When I say project file .... there are actually things within a C3 project file called project files ..... yes it is confusing

    https://www.construct.net/gb/make-games/manuals/construct-3/project-primitives/files

    So to elaborate . Currently I have json array data (enemy patterns) generated by the editor part of the game.

    Which I basically copy and paste back into my construct project so they can be used by the game part of the game

    But... now, in C3 , I can actually store these arrays directly in the project as "separate" array files

    I was wondering if I could also actually write to them directly from the running game. (which would be insane so I dont think possible)

    its basically like a dog eating his own poo... (sort off .. well not really.. but im leaving this line in..)

    ps. sorry to hear about your game.

    backup, backup, backup, every time you make a couple of changes that work back da fu* up (in separate places hd/ssd+ flash + cloud)

    another the cool thing about C3 is that the backups can run in the background while you work. With C2 every time it went into auto-save backup you had to wait 10 minutes while it did its thing. It always happened just as I woke up and started to do something which was going to be amazing.... by the time the backup had finished I had forgot what it was .. totally amazing games have been lost for ever because of that.....

  • Ok, very excited and embarrassed to have (only just) recently learnt about Project Files ....

    So I have a question I think I already know the answer to ... but before I go and make a ton of unnecessary changes to ma geme

    Am I correct in thinking there is no way to write directly to a Project File from within a C3 game. ???

    would be very handy for my in game editor

  • > * It is annoying that groups/anything always open up after drag dropped or copy pasted

    >

    Please file a bug for that!

    OK Will do ......

    [quote:3sfrc66c][quote:3sfrc66c]* It would be good to have a full screen toggle on the top bar somewhere (maybe on the top right, seems to be a bit of dead space there next to the profile login), as it is uncommonly nice to work full screen with C3

    It's there on mobile, but on desktop it takes over the whole UI and basically rules out multitasking until you exit fullscreen. Do you still want that?

    Yes I think so. As most of the time im buried in events sheets. I know we can just press F11 but having a dedicated button would make it even easier....(especially if wanting to multitask) and maybe usefull on tablet if touvh stylus becomes viable.

    [quote:3sfrc66c] This and some of the others are good ideas, maybe file on https://construct3.ideas.aha.io/ so it doesn't get lost

    Will do.

    [quote:3sfrc66c][quote:3sfrc66c]*In some cases changes to variables are not reflected in the editor action bars. but are there when action is opened

    see video

    Please also file a bug for that.

    will do

    [quote:3sfrc66c] In general if something isn't working right, file an issue for it, and if it's a suggestion, post it at https://construct3.ideas.aha.io/. These are better systems for tracking bugs and features, since the forum is high-volume and it's easy for posts to get lost or forgotten about.

    ok yea willl do . was just chucking in here as I came across them

    [quote:3sfrc66c][quote:3sfrc66c]* Load from json text fields , can be massive but are displayed in their entirety in the text field .

    This is what project files are for. You shouldn't paste large amounts of data in to event sheets. It's also less efficient at runtime.

    Right..... yes ...... lolz .....those project file things that I know all about ...... yea.. ive been here for over a year and Im 350 posts in of course I know all about project files.. .... . use them bad boys all the time ... dosent everyone ?? ... couldn't live without them ......lolz

    <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    .... backs away slowly and clicks on the link for the Manual ....

    <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

  • NN81 and dop2000 cheers guys. I was on the verge asking for sure. Thing is with bug finding is most of the time you don't know what you are looking for untill you find it. Also my project must be running close to 1000 events now so not easy to sift through. In the end I gave up trying to do it manually and as you suggested made a dubug helper function which outputted to a text box overlay whatever the current operation was. And i dropped this all over the project events so I could then see what was happening in real time. This was a lot of work but did lead me to the issue which happened to be in literally the first few events of the whole engine. On the positive I now have the bones of a decent debugging system built into the game engine for future use. But damn it was a lot of work because of such a small stupid mistake. Not fun nor interesting work. worst of all not work that progressed the actual game in any meaningful way. Relieved to find it though but it has lead me into loading saving issue which may not be so easy to debug. This is all the result of trying to shoehorn a level system into a "my first game" that has been allowed to evolve into something far past what it should have.

  • Ok. Not your set up then.

    Using chrome?

    You Still have issue in off line mode?

    What about on your phone?

    I use off line a lot and also surface pros and still previews in seconds.

    You don't need to connect for local preview.

    Maybe some plug in or settings (like you are clearing storage on close or something) or internet security screwing around. Dunno.

    Reinstall chrome maybe, clear everything and use default settings.

  • I have a pretty large project and it previews in seconds.

    This sounds like an issue with your setup. What machine specs? What type of preview? Sure you hard drive isn't full?

  • added another 2 to the list above

  • Added two more see list on first post

  • im a noob myself but

    For the sort of game you are doing (i.e. not a simple mobile game) ...

    as far as I can see, most of the successful amateur indies who turn out a professional game within 3 years (seems about the average development time) ,

    have at least 1x coder, 1x music / sound person, 1 or 2 x artists,

    of course it is possible to do everything your self but it is all about time and maybe more importantly, sustaining enthusiasm for a project over that time.

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NetOne

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