Ashley's Forum Posts

  • Try setting that expression to a text object and make sure that it actually matches what works from a command prompt.

  • The built-in particle effect demo works fine for me. Not much else we can do without more information.

  • Build services are complicated and expensive to run. This is why all build services charge a subscription. It's simply not economical to provide a pay-once, use-forever build server.

    Having said that, some third-party services have a free plan - try PhoneGap Build for example. It's really easy to use, just zip and upload.

    If you are determined to have a free option with no limits that works offline, you can use the Cordova CLI, but it's more complicated. The linked documentation will help you get started though.

    Construct 3 has one-click build to APK included as part of the subscription, so you do get that with C3. Since it's a subscription, it's economical for us to offer the build service as part of that. You also get an entire game development IDE with it, for less than the cost of some build services alone.

  • Since no .capx was provided, I tried Space Blaster. With a 4K display on Windows 10 build 16299 at 150% dpi scale, everything looks fine: https://www.dropbox.com/s/68xgyiljv6sm69f/c2-4k-150.png?dl=0

    In C2 once you get to ~5000 objects you can actually get close to hitting a limit in Windows itself for how many graphics objects it can create. It has a hard limit of 10,000 which has been the same since the Windows 3.1 days. You can try changing the "Icon mode" in settings to work around this.

    FWIW in C3 we rearchitected the icon engine to avoid ever coming close to this limit so it's actually better at handling large projects, and it's also better at handling hi-DPI displays.

  • Thanks for the post, it's always nice to see positive feedback too

    We always knew it would be tough moving to the subscription model but I'm still convinced it's absolutely the right thing to do. Remember I was the sole developer of C2 for its entire lifetime. We already have 3 developers on C3 and we're moving quicker than ever, and I think people are starting to notice that too. I'm sure it will gradually become clearer just how much more we can do with a more sustainable model.

    I don't think we'll ever please everyone. Naturally everyone wants the lowest possible price with the most features and longest product lifetime possible. We have to balance the price with our ability to actually do all the things everyone is asking for!

    I think as users it's worth remembering: everything is a trade-off. For example, to use an old example, we could make native engines, but it's such a huge amount of work it would mean cutting several other platforms entirely, and not getting round to a whole set of other features. I think people often assume they can have it all: "make a native engine and support all the other platforms you already do and all the features you currently support and more new exciting features in future too!" It's simply not possible! If we did it, there would be massive repercussions in all sorts of other areas. I think if you're not aware of this and you have unrealistic expectations you might end up thinking we're lazy, or ignoring customers, or making dumb decisions. I gotta say, being accused of ignoring people or not listening is particularly galling when you have 25,000 forum posts and you are directly in communication with the founder of the company. Where else do you find that?

    Anyways, we're gonna keep on working hard to make Construct 3 amazing, and we've got some exciting plans for this year! I'm looking forwards to it

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  • It's supported and AFAIK is working fine for everyone else. Can you provide a project demonstrating the issue?

  • I added a special message when you enable simplified user interface specifically to try to avoid this kind of confusion! Did you enable it a long time ago and forget? I'm not sure how we can better avoid this... maybe we need a special notification in the UI.

  • That would be ludicrously expensive in terms of lost sales. A month is out of the question. We'd prefer to keep open jam events to a weekend-length duration, and even then, infrequently.

  • It's 100% up to Nintendo. Everyone who wants this: ask Nintendo! It's not like we're sitting around with a dev kit thinking "meh can't be bothered". I'd jump on it right away if Nintendo let us. But so far they're not letting us. Perhaps if enough people tell Nintendo they're interested they'd make it happen.

  • I'm afraid there's nothing we can do unless you follow the bug report guidelines. We cannot debug a screenshot. Closing.

    • Post link icon

    You are clearly trying to circumvent the license restrictions and rules of the jam, so closing.

  • Dear Ashley, I authorize these people to do the following with the translation

    With respect, it's not up to you to authorize other people to do anything. It is a collaboration. The important thing is that there is general agreement for making changes.

  • Construct 3 has a build system and also let's not forget comes with an entire game development IDE. So there's that.

    Our mobile exports work fine. iOS is fully supported. I think Cordova 7 has some issues with the iPhone X viewport, but we're currently in the process of updating the build server to Cordova 8 which fixes that. So it shouldn't be an issue.

  • You can rename a .capx to .zip and see what's inside. Unfortunately it looks fatally corrupt. This can happen for a variety of reasons including hardware failure. It's possible there's a C2 bug but unfortunately without the steps to reproduce we can't investigate.

    Construct 2 has built-in backup options. Hopefully you have a backup you can restore to. Otherwise, I'm afraid you've just learnt the hard way why you should keep backups.

  • I'd also add POEditor provides tools to help you review, e.g. the "fuzzy" and "proofread" options per translation, as well as comments. You could also come up with a way based on page numbers or something else. So it should be possible to incrementally review the whole thing without having to start again.