brushfe's Recent Forum Activity

  • I'd like to reuse the same Probability Table for AI decision making.

    For example, the table "DiscardDecision" would be empty, then each card in the player's hand added and weighted according to its importance.

    I can use the AsJSON to see that there are entries in the table, but I can't figure out how to clear those entries from it.

    Does anyone know if this is possible?

    Thanks!

    EDIT: It looks like recreating the table with the same name resets the content. Problem solved!

  • There's tons of examples to follow in the Examples on the Start Page, including one about Speech Synthesis. They work as great practical companions to the manual. Have you tried those?

  • I love the reasoning behind it, especially regarding all the educational benefits you've built into C3. If the option to hide them is a bridge too far, I'd vote for visual consistency to keep event sheets tidy. After reading your reply, the "→ Number" style is a great structure, so I'd try to keep them all like that. Using "+ Picked" is one way at it; it follows the syntax and the "plus" suggests it adds the objects to the functions.

    Thanks for the discussion on this!

  • It's a good point, and how much customization to add will always be a question for something with such a wide skill level of users.

    Chances are this won't go anywhere, but at the very least I hope a bit of visual consistency would give it some polish. For example, switching "(copy picked)" to "+ Picked" would match the formatting of "-> Number".

  • > Wait, I'm confused. Can't you do that with a boolean?

    > If true: do X, if not true: stop doing Y.

    > Am I missing something? I'm guessing I'm missing something.

    Yes but i was talking about the timer behavior where you have to stop each timer from an instance individually

    If you mean turning all of the actions in this screenshot into one "stop all timers" action, I would definitely vote for that!

  • I think what you (fairly) identified was that the problem of building a product for multiple audiences. Is Animate being designed for animators, or game designers? Some may say both. But the real issue with this is the question of choice.

    Every product asks to be chosen instead of the other options available to each audience. And when those audiences want and expect different things, with different (even competing) workflows, priorities, and language, the product either has to focus on one audience, or what they all have in common (which is usually very difficult).

    If clarity of purpose is the first step, the second step is superiority — offering something the other options don't, or don't offer well enough. We've seen that here: so much of the feedback has been to get Animate up to the basic standards of other animation software. Useful, but that only makes Animate just like all those other options. It doesn't give it anything above those expectations - a reason to choose it instead of what already exists. And there are some incredible options out there.

    It's not clear yet, to me, who Animate is designed for and what it has over their other options. But figuring out those two points is the first thing that should be sorted, before technical research and engineering begin. That vision is what defines the biggest features (are effects included or not?) and the smallest details (is it frames or steps?). I hope it's sorted, and just not been communicated.

    Personally, I don't think you need to be more patient - I think you're exactly the kind of user that would benefit from those points being answered. You've had given lots of amazing feedback, and more clarity would make that feedback even more useful.

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  • Functions seem to have these extra labels on the sides now. I'm sure some users will appreciate them, but others (myself) find them unnecessary visual clutter.

    (They're also designed poorly IMO... one is in parentheses, the other isn't; one uses a symbol instead of the word 'return', the other uses words; one is in sentence-case, the other is lower-case.)

    In my case, I use comments and naming systems to organize functions. And the fewer words in event sheets the better. I realize this is a style thing, but it feels similar to the "Take a break every two hours" warning, which was also a style thing, so I thought I'd ask if it can be an option.

    (And apologies if this should go on the suggestion platform, it didn't seem a big enough request, but let me know if I should move it!)

  • The dark mode / night mode feature on the forums is fantastic, but it causes some shock when you navigate away from the forums in a dark environment.

    (Sections like the Tutorials, for example, are still white hot.)

    Is it possible to apply the dark mode setting to all of Construct.net?

  • Does it matter that you wrote positionToTile"X" twice in your code? Is the second one is supposed to be positionToTile"Y"?

  • This is tons of fun and full of charm! The writing and the art really make you want to take care of ol' Bob. Fantastic work!

  • (I'm not sure whether to post this on the Suggestion Platform or here, since it's a Timeline suggestion but Animate seems like it has its own suggestion platform here.)

    Can the timeline work in frames as well as time (or instead of time?)

    Games that have specific actions at specific sprite frames (fighting games, etc) and 8/16-bit sprite games would benefit greatly from building by frame vs 0.016 of a second. See attached for a quick example.

    Or is this is already possible and I've missed it?

    EDIT: On the topic, switching "Steps" to "Frames" would be a good idea, especially if you're getting into the animation world with the timeline.

  • Hey, congratulations to you and the team! This was a ton of fun! And a particular shout-out to how well you balanced the difficulty. Every stage felt very well crafted, the progression of skills & tests was great, and the controls were tight. When I died, it never felt like the game's fault, which is a great sign of a fair challenge.

    That last room was a killer, too! But 355 seconds and 15 deaths later, I'm certainly looking for more. The only thing I'd suggest is looking at the separation between platforms and background; the grey-on-grey was tough sometimes, especially when you're concentrating - I was surprised to hit a few walls.

    Excellent job to you all!

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brushfe

Member since 21 Jul, 2013

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