Construct now supports TypeScript

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  • What do you mean by that? How collisions are not supported via scripting?

    I do all my game logic solely with code for a few years now, and yes, there is still some limitations and missing API, so you have to mess with events from time to time, but most of the stuff you can do in JS

    • To illustrate, some of the issues became evident when Ashley tried to create a game using primarily JavaScript, which is Command and Construct. Construct 3 had a lot of scripting bug fixes, changes, and improvements. If it were an ordinary user, he would otherwise just revert back to the event sheet approach of scripting, having no means to fix the engine and understand its quirks.

      Now, the issue is that Ashley has focused on other things. Your issues won't be expedited since it is evident that issues and limitations still exist, as was the case with multiplayer issues when Ashley focused on other features. It's not a problem for hobbyists, but for professionals with actual contracts, it's not ideal.

      • To be honest, i dont really understand what you are trying to say. Seems like you focus too much on the edge cases that dont matter that much. Have you done any professional work with C3 scripting yourself?

        I work on games with C3 professionaly for 3+ years now, and I do all game logic with code. And I barely had any serious issues with it, on the contrary, scripting gives you tons of flexibility and opportunities, especially with 3rd party libraries and stuff.

        I would've never do anything as complex as I did with JS without scripting. It would've probably takent 100K events or even more and it would've been awful and unusable, obviously (i have 50k+ lines of code now)

        • Yes, I run a game studio.

          If you don't understand, well sorry, I've already given you all the info. It's up to you to do more research.

    • Furthermore, Ashley recommended the full scripting approach in his previous blogs. You actually have to be updated with the current events to know these first.

      Contrary to the recommendation, as someone who actually attempted it, there are substantial issues with that, especially being locked out of the event sheet context as a last option when it is evident that the JS Scripting API is heavily lacking compared to the event sheet ACEs. You would inherently be self-limiting and rely on building everything on your own.

    • There are two approaches to using scripting: one is full scripting, and the other is through the event sheet context. The latter is what I recommend.

      "there is still some limitations and missing API, so you have to mess with events from time to time"

      You actually answered your own question, try collision performance test with only the JS Scripting API.

      • So for me, fully switching to scripting means you could lose like 0-10% of engine features, depending on the game you are making (in most cases i really doubt you will lose anything, and even if you do, you can still use event sheet to avoid those limitations without much pain). At the same time, scripting gives you 300% more features and flexibility, so those 10% are easily compensated :)

        Btw, do you mean there is no "on collision" event and testOverlap doesn't use collision cells for optimization? If so, yes, it is a limitation. One of my unfinished games was based around a lot of collisions, and even though i didn't really optimized it, it worked okay, so it depends on the game you are making.

        I never really saw any feature requests of such optimization, so i don't think much people really needed it. Recently there was a discussion on collision cells and Ashley introduced condition cell size editing. I guess, we are not far from having those optimizations in code too.

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      • "You actually answered your own question"

        I mean, having limitations is far from "making a game without an engine" as you stated in the original comment, in my opinion. Yes, i don't have convenient access to some features, but I still use most of the engine features without any problem.

        And again, scripting gives you inumerous ways of more advanced and flexible usage of built-in engine features, which will never be possible in even sheet, so scripting gives you much more than event sheet in may cases.

        Scripting also gives you ways to use 3rd party solutions much more easily, which again gives you great power, increasing your abilities compared to even sheets yet again.

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