Ashley's Forum Posts

  • Spam is a severe problem on the forum. It's gotten so bad in the past that it's borderline made the forum unusable. To make sure spam attacks don't get through, the first few posts by a new user usually require approval. We routinely prevent a lot of spam reaching the forum this way, but it does mean some real user's posts are occasionally held up for a short while.

  • . . . it appears that the answer to "how do I export a Construct3 project to Xcode if I'm missing an addon" is:

    you can't

    .

    You can. See Using C3 to build C2 mobile exports

  • - we don't mind discussion of competitors, but telling people to go and use different software on our own forum is a step too far. Please refrain from making such posts.

  • Construct 3 now has an "Alpha clamp" effect built-in.

  • You need to be connected at least once every 7 days to use a Construct 3 subscription: https://www.construct.net/make-games/manuals/construct-3/getting-started/using-an-account

  • At this point C2 is only being maintained and will not get any new features. C3 already has the feature.

  • Huh, I just realised it's kind of inconsistent - you will get a warning if you delete an individual object type, but not a folder of them. I guess we need to go through a few places and make this more consistent. Please go ahead and file a bug for that.

  • In the past other users have asked us to remove such warnings because they're annoying, especially when there are no references to the thing being deleted in the project. Unfortunately due to the frequent use of layer name references by expressions, the editor usually can't determine for certain whether a layer has references or not, which makes it difficult to bypass a no-references warning. So I suspect we could not ever bypass the warning, and then the next suggestion would be to remove it...

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  • Of course. Have you tried it?

  • To make it stable, taking FPS into account is important

    That's the wrong solution, and uses an extremely coarse measurement anyway. You probably should use something like requestIdleCallback instead. Besides in the C3 runtime layout loading is now asynchronous so may not jank the game any more while loading. Also the whole idea of preloading an entire other layout will spike the memory usage high, significantly increasing the risk of out-of-memory crashes... it kind of defeats the point of the layout-by-layout memory management that aims to keep peak memory usage low.

    I'm not sure why this needs to have anything to do with loadingprogress either - why not just give the plugin its own expression? The more you hack in to the runtime code, the more brittle it is in the face of future changes. The best architecture is to keep as much code as possible entirely independent of the runtime.

  • Why do you need them for a preloader addon? What does it do and why can't you do it without these? In particular requiring the FPS for this seems particularly weird.

    Given we are obligated to permanently support all APIs we document with backwards-compatibility forever, I'd prefer to keep the SDK to the essential minimum.

  • Why do you need them?

  • Construct manages memory layout-by-layout, so the most memory-efficient way is to use separate layouts.

  • Please use the existing feature request/bug report systems. We are busy with a couple of long-term projects, regular bug reports, and hundreds of existing feature requests so I can't really promise anything from a forum post.

  • 1 - What are the BIGGEST differences between C2 Runtime to C3 Runtime?

    The C3 runtime is a complete rewrite with a whole new architecture, much better performance, and new features (e.g. BBcode in Text objects).

    2 - Is C3 Runtime much more POWERFUL compare to C2 Runtime or there are only minor changes?

    The C3 runtime is much more powerful. It already has major new features. In future major new features will also only be written for the C3 runtime, and its new architecture makes that far easier and allows for much more significant changes.

    3 - How can I Test/Feel some differences right now on my game using the current C3 Runtime stable release? (R111)

    Performance tests in intensive games should significantly improve, or you can already test the new features.

    4 - Should I keep working with C2 Runtime for now on my official game project? or not? and why?

    The C3 runtime is still experimental so you should probably stick to the C2 runtime until we announce that it is out of beta and officially recommend that projects start switching to it. It's still useful to try testing your project with it though to see if it works and report any bugs that come up. You can then switch back to the C2 runtime providing you didn't add any features only available in the C3 runtime.

    5 - Will C3 Runtime be complete and default soon? and is it already safe to use it on official project?

    The C3 runtime is pretty much already code-complete. The only remaining major step is to finish the C3 debugger (again being rewritten), and keep fixing bugs which will probably keep coming up for a while since it's still relatively new. But yes, we should be ready to launch it soon, in the next few months hopefully.