Ashley's Forum Posts

  • I mean, if I make a mobile game in C2 and export it, can I use the Scirra service to generate the APK ?.

    Yes, that's the idea.

  • We knew this was coming in advance and it was one of the factors in creating our own build service. We're also going to look in to using the C3 build service to build exports from C2 so you can use that as a replacement without having to import your project (which could be tricky if you don't have all third-party addons for C3). Also you can, as ever, still use PhoneGap Build, so nobody's left out in the cold. We're also going to look in to making it easier to use the Cordova CLI for local builds. And you still have a few months to use the Intel XDK.

  • Look at the "Microphone input" example that comes with C2. It shows a spectrum of the audio input.

  • We'll be providing the Xbox Live features for both C2 and C3.

  • We know as much as you do about the Switch - Nintendo haven't said a thing to us about it, despite us asking about it!

  • Yes, we are working on an Xbox Live plugin and the UWP export can then be published to Xbox One.

  • If you check in the browser console on the device if AudioContext.prototype.suspend is available, that would identify the issue.

    Have you checked this yet? This is the most important thing to check.

  • They're in Construct 3.

  • General tab

    I don't know if i understand what you mean. When you click to "choose" the idea is open the same tab that on editor to pick one of the objects in your project. But i guess maybe this is not possible and this have to appear in the events editor?.

    My main question was: it shows "select target object", "select collision object" etc - how does the editor know to put those there? Presumably the user has to select what to put there - how does that work? How does it integrate with events? What's the workflow?

    [quote:3asddiy9]Duplicate properties tab

    No duplicate tab, i copied the same style for fast concept

    This makes it pretty confusing to interpret your concept: you made it look like a dialog, but significant features of it are not meant to be in that dialog? Communicating the idea clearly is difficult, but necessary to get the right idea across.

    [quote:3asddiy9]Why are only "platform" and "top-down" tabs available?

    At first was only a general features to use in any type of game but i added at the end the top-down because depending of what type of game you are doing you will need one or other properties. So maybe will be better a list or other way to show the properties for all the style games we want to add.

    This sounds like steps towards either god-behaviors which try to do everything, rather than small independent behaviors targeted for specific uses, which I think is a better approach to focus on.

    [quote:3asddiy9] Why is only "On collision" listed underneath that and how does the editor know to show that and not a different trigger?

    The idea is add the most common features and for more complex behaviours use the event editor. I guess better some kind of list or way to choose the action.

    So this duplicates part of the event sheet? I really don't think it's a good idea to duplicate existing parts of the editor, it makes more sense to me to keep everything in one place. And again, who chooses what appears there, and how?

    [quote:3asddiy9]Overall questions about how the editor know what to list

    I don't know if i understand this.

    My point is: where does the information come from? For example your mockup appears to mix both the Platform and Bullet behaviors, and the cells in the bottom-right appear focused on the platform behavior. Why those properties? Do we hard-code those in to the engine, or are they user-configurable? How does the user configure them? How does the user define what "One touch = kill" does? There are just so many questions about how this would actually work in practice that I would say you've shown a concept for maybe 10% of the idea.

    We've been doing Construct a long time and we also have a good sense of what confuses new users, what annoys experienced users, etc. I'm not trying to rip apart your idea because I don't like it, it's just this is exactly what we do internally when approaching a new feature. There are a great many angles on it, ranging from user experience, to the performance overhead in the engine. If you can go through a similar process when coming up with feature ideas, it's much easier to actually consider it, and that would help you convince us to do what you want.

    [quote:3asddiy9]The first thing i'm gonna do on C3 is prepare my game template and design the possible tools for request or hire somebody for behaviours/plugins/effects to make all more One Click=Basic Setup

    I suspect if you hire someone to do this, they will ask many of the same questions. "Wait, how exactly do you want this to work, in detail?"

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    Closed. Be respectful and reasonable otherwise your discussion is not welcome on this forum. Start a new thread and keep to the forum rules if you wish to continue discussing this.

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  • I think this is a variant on the "modular events" idea, am I right? You want to package up a series of existing behaviors and events and use them as your own new behavior?

    That's a good idea, but to me this UI just raises an endless list of questions: how does the editor know what to list under "General"? Why is the Properties Bar duplicated to a new place in the UI? How does the editor know what to list there? Why are only "platform" and "top-down" tabs available? Is it a cookie-cutter feature where no other kinds of games supported? How does it determine the color scheme key used in the preview? That preview would probably require some significant rearchitecting as well. Where do the instructions for controls come from? Where does it find what to list in those capabilities in the bottom-right? Why is only "On collision" listed underneath that and how does the editor know to show that and not a different trigger? How will the user configure all of these aspects and what will the UI for that look like? Will this general UI layout apply to general-purpose games for entirely different mechanisms or is it too specifically designed for just your specific use-case?

    This is often a problem I have interpreting user feature requests - you can show something that looks cool and everyone piles in to say "great idea!", but when you are actually responsible for implementing it, there are a wide range of questions to which the answer seems to be "it just somehow happens by magic". I do think it's interesting and worthwhile to explore feature ideas and make mockups like this, but you have to appreciate the deep and far-reaching implications of actually implementing software, and try to cover that in your ideas, otherwise... it's just a nice screenshot.

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    Please keep it civil. I won't hesitate to close threads if people are calling each other liars or being unnecessarily passive-aggressive.

  • Add to that the build service, Live Previews, "Find all references", project-bundled addons, lots of UI improvements... if you go through the blog posts there's a ton of stuff we've already covered. And we still haven't covered everything yet.

  • We entirely by accident showed this feature in the latest blog

    It wasn't really to do with the minification, it was mainly concerns around impact to reverse engineering, but we've done it for C3.

  • I have had so, so many cases of people either not co-operating or nonexistent issues that unless you can provide a .capx with actual performance data/measurements, it's just not useful to anybody.