Ashley's Forum Posts

  • I think the best way to prevent aiming offscreen when windowed is to go fullscreen, and avoiding aiming off-screen when fullscreen in a multi-monitor setup with some tradeoffs, is enough of a niche to leave to third-party addons.

    To see the latency of in-game rendering, simply set a sprite to the mouse position every tick. If you move the mouse around fast you'll see the sprite is not exactly under the mouse, it's a couple of frames behind. Serious players are sensitive to such added latency and would probably prefer to see the real cursor instead. Regular gamers can always spot when a game renders its own cursor rather than using the OS one, and they usually criticise this.

    Additionally pointer lock changes the way mouse input is received: the cursor no longer has an X, Y position on screen. Instead you receive delta-X and delta-Y (i.e. the change only). IIRC tracking these is not consistent with normal mouse movement, because the delta values are raw input, and the OS normally applies some acceleration/smoothing/other processing to mouse input to make cursor movements more usable. So this will either break conditions like "mouse is over object" (because there is no longer a real cursor position), or emulating them will have a weird unprocessed motion on the mouse cursor (because the OS no longer processes it in the usual way) and will throw off users since aiming the mouse accurately is more difficult with unfamiliar motion response. Neither of these issues matter for 3D games, since you look around rather than move a cursor.

    So as with pretty much any technology, it's not a case of "technology X will magically fix problem Y!", it's a different set of tradeoffs which are for some purposes better, and for others, worse. The tradeoffs of pointer lock are optimised for 3D games. You can prevent the mouse leaving the window area, but it makes any visible cursor laggy, and makes aiming harder. If you want to ignore the downsides and use pointer lock anyway, third-party addons can cover it.

  • The file doesn't look recoverable I'm afraid. But if you saved to DropBox, can't you recover previous versions of the file in the version history?

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  • Just right click it and select "Download" in the open dialog.

  • Yeah, it's difficult because at that point none of the language libraries are loaded yet, because it's still loading the main app and framework. So there's no way to access the language files and our existing translation framework at that point. I might add those strings to the language file so they can be translated anyway until we figure out a solution, which I would guess will involve hard-coding in just those strings

  • If you send me the project () I can try to recover it. I may not be able to though. Don't you keep backups of important digital work? If not, you may have learned this particular lesson the hard way...

  • This is actually an incredibly difficult problem. It's essentially crowd control and it quickly becomes highly chaotic and CPU-intensive, and easy to end up with objects getting permanently stuck. I've tried and failed to do this in a robust way in the past, I'm not sure what the best approach is.

  • Actually, animated plugins are not yet supported in the SDK. The SetHasAnimations() call is undocumented because it's not supported yet (it's probably just boilerplate that worked its way in to the SDK). Do you really need your plugin to be animated? It will be further work to add proper support for animated plugins in the SDK, and I thought only the built-in Sprite would need the feature.

  • Filed a C3 issue here.

    NN81, please note I did ask AnD4D to file this.

  • Yes, we'll release desktop builds with folder save support like C2 had, some time after beta.

  • The API looks like it's designed for 3D games. For 2D games I'm not clear what the benefit is. You can already go in to fullscreen mode to prevent the mouse cursor leaving the window. There are downsides too: if you hide the real cursor and display it in-game, it has a higher latency so will feel laggier, so it's better to simply change the real cursor with one of the existing actions. Additionally for security reasons you can't just claim pointer lock right off the bat, you have to gain permission for it in a user gesture. It then makes it harder to close the game or multitask, since you are locked inside the game until you exit pointer lock, which I think is slightly obnoxious for casual gaming, especially in a browser.

  • The new mobile advert plugin should be working fine, it's been freshly written and tested and is all our own code. If you run in to a problem please file an issue following all the guidelines.

  • I would guess it's a C3 bug. Let me look in to that.

  • Looks like this bug.

  • If you can't upload an APK without modifying config.xml, yes, it sounds like something that's not working that ought to be handled for you, i.e. a bug. We also use the bug tracker for very small feature requests anyway. Don't worry about who you assign it to, just file it and it will get looked at by the right person.

  • This was written years ago and AFAIK nobody used it, so it was never maintained. The format has probably all changed now and so the importer won't understand it. I'd rather remove the feature completely than fix it.