Overboy's Comments

  • Thanks for this incredible update !

    Dynamic Layers was one of the most requested feature, this is huge for many of us !

  • Thank you really much for implementing the Text Icons and Animation Frames Tags community suggestions !! This is amazing

  • Once again an amazing update with a lot of community suggestions! Thank you so much for this !

  • Thanks a lot for this whole release cycle. Some great features were introduced, there was a huge amount of bugfixes and I love the fact you included suggestions from the dedicated platform. One of the most amazing C3 changelog ever.

    I hope the new Custom Actions and multiple Audio Tags will keep being improved in the upcoming cycle! I detailed the issues/limitations and suggestions to solve them in dedicated posts:

    Master Volume per tag : construct23.ideas.aha.io/ideas/C23-I-185

    Ability to turn Custom Actions into Better Signal, Call a Custom Action by Name and Custom Expressions : construct.net/en/forum/construct-3/general-discussion-7/custom-actionsfunctions-175063

  • Thanks for the bugfixes

    There are 2 issues with how the Custom Actions are displayed:

    ISSUE 1 : The new "overlay icons" are broken for non-family Custom Actions. Example: if I call a "SpriteAction" custom action of a sprite, it only displays the little Lego icon at the bottom right, but it doesn't display the Sprite icon that should be behind. It only works for Families.

    ISSUE 2 : The way actions related to Custom Actions are displayed is inconsistent with everything else in the engine. For example if i have a "call Function" action, or a "set MyVariable to 1" action, "Function" and "MyVariable" are displayed in bold. However "MyCustomAction" is not displayed in bold if I call its related action.

    I also posted a suggestion about how Functions and Custom Actions could have a new "Emit Signal" boolean so we could use them as Better Signal, supporting parameters and same UX/Performance benefits as Functions: construct23.ideas.aha.io/ideas/C23-I-165

  • Really interesting, it's nice that this project allows you to experiment potential enhancements for C3 behaviors.

    Hope those pathfindings and future "crowd control" things you're working on will make it into the Engine.

    Regarding crowd control (avoiding unit overlaps and traffic jams), this is a feature a bunch of the most experienced C3 dev tried to do since Vampire Survivors turned this into a highly requested feature for some indie games. There is no good way to do it right now, and it's a big challenge in any engine.

    So if C3 had a great Crowd Control feature it would be a strong USP. Some of the issues I can think of would be what if Object with higher speed have lower speed Objects moving in the same direction in front of them. Should the low speed Object get pushed from behind (based on a weight ?). The C3 user should probably have some kind of control on that traffic jam behavior.

  • Great additions, thanks for adding suggestions from the platform !

    It looks like Instance Selection in Layout View is broken in this release : on my Game Layout, when I try to select an instance, it instead selects an object from a totally different layout (even if all my layers are locked in my current Layout). I'm not even sure if it has to do with Global Layers. This is very weird, because in Properties the Layer Field of those "Ghost instances" shows a non-global layer from a different Layout. And when i go to this layout, there isn't any instance of those "Ghost objectype" on that specific layer. (They seem to be actually be on that other Layout but on an other Layer)

    It seems it only happen on my most complex Layout with many layers and Global layers.

    So far i don't manage to even understand what's happening so please if anyone also has the issue let us know so we can fill a bug report.

  • Super interesting read ! Still can't believe you manage to build so much things in house and how polished and complete the website is.

    Thanks for sharing it !

  • Thank you so much for the Multiple Audio Tags and Hierarchies Support for Opacity and Visibility !

    EDIT : Beware before upgrading your project, it looks like all existing Hierarchies from existing Projects will automatically have their "Transform Opacity" and "Transform Visibility" booleans set to true by default, so it leads to unintended behavior and breaks previous projects as those features weren't there before. This is probably a bug as those 2 booleans should be set to false for all existing Hierarchies if the opened project was from r329 or any previous version.

  • Amazing ! Thanks a lot for integrating the polymorphism (overriding + extanding) suggestion I made.

    Also thanks for the On Signal Triggers, which helps for some of the use cases I explained while requesting for "Custom Triggers".

    There is still something important missing in my opinion. Supporting Extra Trigger Event Blocks for Custom Actions & Functions. Indeed in bigs projects with thousands of events, it's really important to be able to put the logic triggered by Functions with parameters or Custom Actions in different places for multiple reasons. On Signal doesn't allow to pass an instance UID or any parameter for example.

    I think it would be even better implemented the same way you implemented Custom Actions and Family Polymorphism. It could work exactly as Functions/Custom Actions under the hood.

    I wrote a detailed post about this Special Triggers feature construct.net/en/forum/construct-3/general-discussion-7/custom-actionsfunctions-175063

  • Wow thanks for all those amazing additions, especially BBoxMid, Pathfinding and MoveTo !

  • Nice ! Could you expose TemplateName, TemplateKind (Source/Replica/None) to JS please ? We also don't have ACE for TemplateKind in Event sheet btw, to know if the Instance is a Source, a Replica or none of them for example.

  • True ! Even for non-JS users, Hierarchies, Prefabs, Sublayers, New Find Search, Timeline, UX improvements for the Animation Editor & the Project View, performance improvements while saving big projects and many other things recently added into the engine are amazing. Nice to know JS feature is improving and will allow new JS programmers to join the community.

    It's hard to believe so many stuff happenned in such a small amount of time and from such a tiny team and great to see how C3 has grown into a fully viable option for professional indiedev during the past years.

    Thanks to the whole C3 team!

  • [2/2] The thing is we can't add missing ACE or fix editor issues ourself, all we can do in those situations is taking the time to fill suggestions and bug reports and remind how important this is for us in our daily use of the engine. Really hope the priority will continue to grow regarding community suggestions. As you know it's because C3 is our main professional tool that we are so involved and sometimes voice our concerns.

    I wish your team a happy festive season!

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Overboy

Member since 21 Oct, 2013

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