Ashley's Forum Posts

  • Just curious, will the old functions be removed entirely??

    Old functions will be deprecated, but it's unlikely we'll be able to fully remove them for a long time, given the number of projects that still use them. In particular projects still using the C2 runtime can't switch to builtin functions until they switch to the C3 runtime. So realistically we could only fully remove the old functions if we fully remove the C2 runtime and pretty much all C3 runtime projects have switched over to using builtin functions. That is probably at least a couple of years off.

    Tokinsom - I'm currently investigating a feature to switch old functions to builtin functions for the next beta. The main complication is old function parameters could be numbers or strings, but builtin functions are typed and must be one or the other. So if the parameter uses both types it cannot be converted. Additionally doing things like calling functions by expressions throws off the static analysis and forces it to assume that call could call any function in the project, making it more likely it can't work out the parameter types. So even if I can get it working, it's not yet clear it will be useful in practice, depending to the extent people's projects use dynamic types or calling functions by expressions.

  • FWIW Construct 3's new built-in functions do now restore parameters after the wait.

  • You cannot wait before requesting fullscreen. It only works when used immediately in a user input event with no waiting.

  • elferrito - it's unclear from your post if those issues are actually related to this thread. This thread is about previews freezing, and since it's old, it's out of date: we have now implemented a worker mode which solves the problem. Tick 'Use worker' in project properties in the advanced section. If you really are having the same problem, that should fix it. Otherwise it's different.

  • I believe this thread is about providing a tool to automatically upgrade old functions to new functions. This is different to deprecation.

  • It's very difficult, and can't work in 100% of cases, because you could do things like call functions or access parameters by expressions which the new system doesn't allow. I might give it a go but I'm not sure it will work...

  • The guidelines are there because people routinely file issues that are useless, and are impossible to help with. There are also lots of issues filed that are just mistakes in people's events, or otherwise unrelated to Construct. After years of dealing with thousands of user bug reports, the guidelines have been carefully crafted to maximise the chance that we can actually help you and fix the problem that you are reporting. It does involve providing a fair amount of information, but that is necessary for us to be able to help you. I think we have a very good track record with generally fixing issues quickly when they are reported well, and as it stands we've closed 98% of all reported issues in Construct 3.

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  • You can already copy things around by their contents, with select all (Ctrl+A), copy, and paste somewhere else. Admittedly copying and pasting entire layouts or event sheets is something of an oversight (feel free to post to suggestions platform for that). But I must point out that moving events to other projects is extremely complicated. This comes up with pasting events. What if you paste events that refer to a number instance variable, but in the project you're pasting in, it's a string variable, making some of the expressions invalid? What if Sprite.Foo is a behavior in the copied events, but an instance variable in the project? The sheer number of difficult edge cases is itself a significant barrier - if you think Construct can "simply ask the user what to do" then that is a huge amount of work with potentially Construct asking you all sorts of complicated, difficult questions about how to tie together the pasted events and the project.

  • The blog post explains what it's measuring (overhead to call a function). Each project is different and the gains depend on too many factors to be able to say what kind of benefit you'll get, which is why we recommend answering your own performance questions with measurmements. It also depends to what extent it is bottlenecked on CPU events performance (e.g. if it's bottlenecked on GPU rendering, event performance is pretty much irrelevant).

    There are tons of major performance improvements in the C3 runtime though, so there is potentially a lot to be gained.

  • The problem with digging up years-old threads is they often have bad advice because they're out of date.

    These days, just use the system 'Sort Z order' action. It's much faster than the 'for each' approach.

    Also since it sorts based on the value of an instance variable, you can use any sorting scheme you like - just set the instance variables according to your own logic.

  • Here's an example that saves and loads canvas snapshots to local storage as binary data: saving-screenshots.c3p

    If you use User Media snapshots, the process is exactly the same, except you'd just put the user media snapshot URL instead of the canvas snapshot URL.

  • Of course it's possible, lots of Construct games have been published to Steam. Install the Greenworks plugin to get started.

  • I've no idea what could be wrong, that's exactly what the C3 setting does which you say works. Maybe export both and compare the two.

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