Scoremonger's Recent Forum Activity

  • "If a replica is modified individually, the affected property will stop taking the value from the template and instead will take the value from the replica itself. To indicate this, the property will no longer be highlighted."

    From a user perspective i would suggest having modified fields also have their color modified.

    I understand not wanting to have a rainbow of colors, but it this case having the color distinction instead of the regular grey should help users.

    Agreed, I was just about to suggest this myself. Highlighting overridden values in some way is standard in most engines and quite useful.

    The other feature I would love to see in this system is support for creating objects by name, which is something I use all the time. Perhaps there can be a "create object by template" (which takes an arbitrary template name string as an argument) action or something similar?

    All that said, templates should be a huge workflow improvement for Construct!

  • When you mouse over thumbnails in the store bundles the images tilt and glitch. I assume this is a bug?

    It would be nice to be able see the full thumbnail of the asset in the bundle my mouse cursor is over. Otherwise it seems better to just disable that tilting effect because it's pretty irritating at the moment.

  • The old ideas page did get archived, and there is a new one.

    https://www.construct.net/en/forum/construct-3/general-discussion-7/announcing-new-construct-161682

    *facepalm*

    Thank you oosyrag, I totally missed that.

  • ~6 months ago there was a discussion about wiping the ideas platform on a cyclical basis to try to get some value out of it. Any news on this, Ashley?

    Tagged:

  • We have to work with how the existing feature suggestions platform works. It can't stop unlimited submissions. So as I said before, part of limiting voting is also to stop unlimited submissions, with a policy that ideas with zero votes will not be considered.

    Yep, that was just a lament. ;)

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  • Maybe I don't understand something, but if Ashley is going to pick 5 most upvoted ideas, why does it matter how many people voted on them? Limited or unlimited votes - in both cases some ideas will get more votes than others, so just pick 5 from the top!

    .

    It's a moot point because it's not happening, but... ^this^.

    I can't think of any reason why unlimited votes would result in a less accurate view of the consensus of the entire user base on which ideas are best. More votes will still accrue on the issues that are the most appealing to the most users. It will just make engagement with the platform easier. It's a shame there's no way to limit the number of ideas each user can create so we could at least try unlimited voting. Ah well, such is life I guess.

    My hope is that the six month reset will result in more engagement by Scirra on the top ideas, which should still be a nice improvement over the current situation. So I'm excited to see how this goes, despite my grumbles.

  • I think I'm going to have to just make a decision and go with it, so some time in the next few weeks I'll look in to setting up a brand-new suggestions platform to run for 6 months from scratch, probably from June to the end of the year, with limited votes. I'll try to make sure the old one is still accessible but read-only, since that seems better than deleting loads of ideas and discussion, and we might want to be able to reference back to it even after starting over. I know that maybe not everyone will like it, but I think there's a chance it could actually work much better overall. Let's treat it as a bit of an experiment and see how it goes. If everyone really hates it at the end of the 6 month period we can always try something else, we don't have to stick to one approach forever.

    Dang, it's a shame you're forced to limit the quantity of opinion data in order to limit the number of ideas. There are loads of idea management tools out there (not that I know anything about any of them, admittedly), so maybe if this new approach doesn't work it'd be worth checking those out. Anyway, thanks for hearing us out and giving attention to the issue. Much appreciated. Hopefully a reboot will do the trick.

  • > Seems like common courtesy. They did make the suggestions site after all.

    I mean... that's the kind of thing that would make me regret putting up a suggestions site in the first place as a developer. I stand by my stance that this level of community interaction is rather uncommon, rare even, though of course each person's own experiences may perhaps differ elsewhere.

    Totally agree. It's clear they care what the users think and have made strong efforts to engage with us. We aren't being blown off just because they don't reply to every single idea we put on the platform. They obviously want to get a system in place that makes the users feel involved and contribute without overwhelming themselves. It's just a difficult challenge.

    I've worked on a similarly small team that needed to develop software while constantly fielding user feedback, and responding to users while developing a product is an incredible amount of work even when dealing with trivial issues (and we were making simple mobile games, not a game engine and toolset).

  • So a reddit type voting system would be only up to one vote per suggestion, but unlimited suggestions. Would definitely need to be combined with a way to cull low quality/popularity suggestions.

    Right, I don't think literally using reddit would work. But limiting the number of suggestions per user (while allowing one vote per issue per user, ideally) and using popularity as the culling metric seems like it would. Obviously there would necessarily be subjective culling by Scirra's team as well - a wildly popular but impossible to implement idea would still have to be considered "low quality" and rejected at the end of the cycle. But yeah, if sheer volume of ideas is the issue that's preventing the platform from being useful to anyone, forcing users to be more picky about what they suggest seems like a reasonable thing to try. 10 ideas per user might even be too many, but I don't know what the rate for new idea creation actually is over a six month period.

  • If everything is a priority, nothing is a priority. So I don't think unlimited votes is a good idea, since you don't actually have to choose what's most important to you, you can just throw votes to everything that might be even slightly useful. I know it might feel like an impossible choice, but I want to make people choose their top requests, so we really focus on what is the absolutely most wanted things. Remember that the votes will be accumulated across hundreds or thousands of users, so one person's votes probably aren't going to influence a decision alone anyway. It's also a measure to prevent inundating us with work. If you can only submit at most 10 ideas, then you can't post a mountain of work that's impossible for us to do.

    Seems like there is a bit of conflation here between limiting the number of ideas that can be created and the number of ideas that can be voted on. Right now it's possible to create ideas and reduce the number of votes on it to zero, which I have done because I'm already out of votes, so I've been confused as to why you seemed to be arguing that limiting votes would somehow limit the number of ideas. Now it makes more sense. I actually don't object much to limiting the number of ideas that each user can create in a six month span, if that's what it takes to keep the volume of ideas manageable.

    That said, I can't see why it would be bad to let everyone cast a single vote towards every idea they like. To your point, we're talking about the weighting generated by hundreds or thousands of users. No one goes through reddit upvoting every single comment, even though they do have that power. In practice, people mostly just vote for the things they find most compelling, and the system works. There is no need to limit the number of votes because the users self-moderate. By limiting the number of votes, you're limiting the ability to determine what the group finds consensus on and making the platform more frustrating to use, which also suppresses engagement (speaking from my own experience, at least.) I agree with the common view that one's personal "pet" ideas consume their votes and therefore their ability to express positive opinions about other, equally useful ideas, and because of that we're likely missing out on points of consensus.

  • Only solution which I can see:

    Better guide, tutorial, manual for scripting or plugin making. Plugin and simple change automation for runtime and editor, which simplfies work enough, so users can do their own version of stuff. Case, which in overall should make scirra work easier too.

    Sometime like:

    *Plugin maker - with set of rules to avoid compatitibility problems. User should be able to modifie simple templates and add features to templates of official plugins. Allows users to do small changes to plugins to add some expression, condition or simple change.

    Yes, I've found writing a plugin for C3 to be more difficult than writing portable components for Unity (using C#) or Unreal (using Blueprint - I don't mess with C++, haha), partly thanks to the somewhat bare-bones SDK documentation and lack of tutorials for writing C3 plugins. Of course, a simple, baseline C3 plugin is just more complicated than a simple, baseline component for other engines, so it's a bit of an apples/oranges comparison. But the bottom line is there's a lot of friction with getting started writing C3 plugins. Having some built-in software to help manage complexity in C3 and some plugin programming tutorials would be pretty great.

    In general, C3 logic isn't too easy to encapsulate and port between projects. It's actually somewhat dangerous to do - if you do your event sheet/object copying and pasting between projects wrong you can wind up with a corrupted project file that can no longer be opened. (I recommend Plastic SCM Cloud for an easy to use, binary-friendly version control system, for what it's worth!)

    Anyway, I digress... there are already suggestions on the ideas platform for ways to address all these issues, but sadly they're mostly buried.

  • If Scirra can't afford to triage the bulk of the ideas on the platform (which is understandable), then yes, please, it would be great to get some official response to the most popular ideas, even if that means shutting some of them down and giving people their votes back so other ideas can be elevated.

    Speaking of voting, a system that allows a single up or down vote per user per idea might be a good way to go, rather than a finite pool of votes per user. This is how Netflix, reddit, Steam reviews, etc. all work, and it seems like a good system. That way everyone can give a bump to any ideas they like without fear of running out of an arbitrary number of points. We wouldn't be able to add additional weight to our pet ideas with a system like that, but I don't get the feeling that having a couple extra points to throw at an idea makes much difference right now, and I personally tend not to spend more than a vote per idea anyway, since there are so many good ideas and so few votes to give away.

    In terms of managing the platform, I was wondering if the external team building the example projects might be able to help with triage of ideas, since they're actually building games with the software and have a working relationship with Scirra. One concern I have is that Scirra doesn't appear to use their own software to make real games. They don't "eat their own dogfood", so to speak, so they may not be feeling the pain points in the product the way some of us do. But since they now have a partner that's constantly using the tool, perhaps they could request some help from that team with prioritizing ideas on the platform?

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Scoremonger

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Member since 10 Feb, 2014

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