Everade's Recent Forum Activity

  • No idea, but i still had his mail from when i previously contacted him over a year ago. You can also still find his mail on his unity asset store page. So i'm confident that it's his mail.

    His exact response was:

    Hello,

    I'm sorry for my absence and delayed response.

    ProUi and Water addon are now open source for the community to take over :

    https://github.com/aekiro2/C3Addons

    No funding needed on my side.

  • I contacted aekiro recently with mikal's idea to fund ProUI becoming open source via the OpenCollective platform. aekiro responded with making it open source for free 5 days ago. So a big thanks to aekiro.

    For the time being the community could now help fixing issues.

    github.com/aekiro2/C3Addons

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  • Awesome, thanks Ashley!

  • Ah i get it now.

    For some reason everything has already your own thumbs up, however this first one does not actually count. I would prefer it to be 0, if there's no thumbs up.

    I assume there can only be either no stars, or 5 stars as soon as you get your first thumbs up. Means that there's no meaning to the stars at all, it just shows your thumbs up count between the brackets.

    I would suggest to either remove the star rating system, or implement it properly.

    And move the rating system to the addon page.

  • Can someone tell me where the star ratings for addons are coming from?

    The only addon rating system i've came across are the ones on a users' profile. There you can give either a thumbs up or down, however it doesn't seem to affect the star rating, or does it?

    Also why is that rating system to be found on the profile, but not on the page of the addon itself?

    I'm genuinely confused.

    Tagged:

  • To be taken seriously, Construct needs a major makeover. Their website, logo, mascots, and how they advertise their engine all seem too playful. Don't get me wrong, it's professional, but their design language is truly geared towards young children.

    If Construct wants to appeal Unity users, it must undergo a complete re-branding. Construct has trapped itself in the "no-coding - fast prototyping" niche since the very beginning. And Construct 3 went full kids mode but with a hefty monthly price-tag.

    So while aimed at kids, kids usually don't have any income, making schools the main target audience. Unity is aimed at an entirely different market. Even if C3 is capable to take over a small portion of Unity 2D projects, it's just not advertised as such.

    Just compare the C3 landing page to Godot, Unity or CryEngine. C3 advertises how many users it has, and how the cutting-edge technology makes it run in your browser. It then starts to talk about "Chances are you've played games made in Construct and even have some installed on your phone.". Or "It's Fast". Does that sound appealing to a Unity, or any serious user?

    There's no real info on what the engine its truly capable of. No technical details. No proper game showcases. I would prefer the Construct 3 Features page as landing page, because it actually tells you some important information. Not perfect either, but much better.

    I think Construct does many things really great. But being appealing to a mature audience doesn't seem to be part of their marketing strategy.

  • Unfortunately the example project from NormalMapExtended doesn't account for scrolling. However that doesn't meant that the effect isn't working, it just means that you will have to adapt your code to keep light position at bay.

    I would recommend using my improved version of the NormalMapExtended addon called "NormalMap32". It is in every aspect a little better than NormalMapExtended, is also better documented, and the example project accounts for your mentioned issue.

  • + A overlaps B

    + OR: spacebar is down

    -> destroy A

    As it is, pressing Spacebar takes absolutely no effect, because it picked 0 instances during the overlap check. And if there are overlaps, only the overlapped ones get destroyed. Conclusion: "Spacebar is down" condition is redundant / non-functional.

    But yes, your other example works as expected.

    if (A.x > 500 || A.y < 500 ){

    }

    I guess it's what it is, just doesn't feel consistent. But i have a better understanding that picking over-complicates it in the backend.

    At least i made myself a little reminder:

    "OR" stay within the same event block unlike "ELSE". And everything within the same block remembers picks.

    Which is i guess, the core principle of events as Ashley mentioned.

  • Then there's also backwards compatibility: we can't just change how thousands of existing projects work...

    For backwards compatibilty rename the current "OR" to "ANY" as you suggested yourself and create a new true "OR".

    To prevent any confusion, trigger a one-time pop-up the first time someone uses the new "OR", to inform users what changed so they know they need to swap to "ANY".

    Or if you're so keen to not rename it, call the new one TOR, *OR or whatever. Isn't as clean but at least we get the actual logic.

    And everyone's happy.

    Although events picking without mentioning picking could still get confusing. But that's nothing new. A tiny tooltip icon indicator on each event that picks ur unpicks might come in handy, but that's a different topic.

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  • I struggled with this for years — thinking it was a bug — until finally realizing that the OR statements inform ALL picked instances even if ONE statement is true.

    Exactly this. Just instead of being bothered for years i looked for a workaround and never looked back.

    They should implement a true or condition and keep their weird one as backwards-compatibility hidden just like they did with the old functions plugin.

    Until then i will continue acting as if there's no OR condition available. :p

  • So you're saying that you created 4 individual sprite objects, 1 for each task?

    Yes, you can create 1 sprite object with different animation frames instead. If that's what you're referring to as "parent".

    Set Animation Speed to 0, and create as many animation frames as you want.

    You can then set the animation frame of the sprite instance on your layout for each of your tasks.

    That way you can have X individual graphics, which only uses 1 sprite object.

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Everade

Member since 24 Jun, 2014

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