envoys's Forum Posts

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    Thanks, Tom, that helped.

    These things always slip my mind.

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    I understand the reasons for the price increase: inflation, and changes in pricing policy.

    But I'm getting old and somehow forgot how the number on the bottom left (51.49) turns into the one on the right (73.99) with one click.

    I looked through my account tabs and didn't understand much. I'd be grateful if someone could remind me.

  • envoys -- ai studio wants to put api calls to gemini flash into the code for things like your rhymes. Did you use the api for this? Also, for your more complex application why don't you use antigravity instead of ai studio? You get free time on opus 4.6 and sonnet 4.6 if you use antigravity.

    Antigravity cool program. The main thing is not to spend more time setting it up than on the project itself :)

  • I hope most of you try vibe coding some ai slop. It really started clicking in Dec of 2025 and with the new models this month it is greatly improved. If you want to write games without coding it fits the bill and it is just so much fun.

    yours

    winkr7

    It's true )

    For New Year's, I made a gift-hunting game. Gemini impersonated Mortimer the Raven and asked everyone dark riddles in verse, in the style of William Blake.

    While I was vibecoding the game, I was amazed by its ability to generate unique rhyming riddles for the same word. Each one sounded like medieval wisdom.

  • envoys Wow, this is really cool! How do you set up a system like that? Do you have a link to a manual or a tutorial?

    > Debugging. As of late February 2026, two top-end models (Opus 4.6 and Gemini 3.1 Pro) were able to understand my project's logic and find errors in linked sheets of 500-1000 events 8 times out of 10.

    Amazing! Do you need to explain every specific bug, or does it analyze the code on its own and look for potential issues?

    > Today I saw a video on Twitter of a large 3D game made based on a prompt, and a program that controls agents working on the project. Too much money has been invested in the tsunami heading our way.

    Yep.. In a year or two we will be flooded with thousands of AI-generated games. Just like the internet is already flooded with AI-generated music and other content. I don’t understand how people don’t see this coming.

    Heh... that'll be a lot of text :)

    Just type in AI Studio: create a GitHub agent to work on the Construct 3 project.

    Currently, the top model Gemini 3.1Pro is building applications there, so feel free to communicate and describe your needs.

    So: on the left is a column with a public GitHub repository (open sheets with a click), in the middle is a chat with the model, and on the right is a window for the code that will generate the model, with a copy button, as well as tabs for open sheets from the repository. Plus: model selection from a drop-down list, with temperature selection, a "context window" scale for the model up to a million tokens, and a reset button. Select repository sheets before starting a session, attach images and files in the text input window, and get screenshots from the clipboard. The first message should start the session. The model should have access to the repository, open and view any sheets, just like an agent. Have an internal code validator for the C3 clipboard. The model should read the project's knowledge base and report this at the beginning of the session along with the greeting.

    (If desired, you can turn the model into a full-fledged agent and send its edits to GitHub, but that would be crazy now that the AI ​​understands C3 syntax so poorly.)

    When uploading the application, you need two text boxes: one for entering the repository address, and the other for the classic access token, which you can get in the GitHub settings. You can set this to be used by default if this project is your permanent place of work.

    You'll need to install GitHub Desktop to quickly push the project to the repository.

    After generating the application, you'll need to tell the coder what improvements need to be made and any bugs fixed. Be prepared to spend some time on all of this. My application saves the entire session in LS, so I can return to it even after closing the browser.

    Currently, the best time for free accounts in Europe is from morning until lunchtime, while America sleeps. The quota resets between 8 and 11 AM, depending on the time zone. Responses may degrade in the evening due to workload.

    First, upload as many system sheets as possible and request an assessment of the entire project. For work, select a specific problem and describe it; this works best.

    Create a knowledge base file for the AI ​​in the project and attach it to the application tabs so it loads automatically in each session. Describe your project and navigation principles (preferably through comments), and then add a prompt for code validation.

  • I'm making a fairly large game by engine standards. It's an isometric action/adventure game, with ~7,000 events at the moment.

    My second developer is also an artist, so I'm stuck working on my code alone. :)

    To avoid turning development into a never-ending process, I use everything I can, and as soon as AI Studio came out, I created a bunch of different assistants to understand how it works and what real help it can provide.

    Ultimately, I settled on an app that fetches a C3 project from a GitHub repository (it updates instantly, as it ignores everything except ES and scripts). I select the sheets to work on in a given session, and the model can also open related sheets for analysis. The AI ​​sees the sheet's JSON, and I'm the C3 editor. Save, push, and the assistant sees the changes in the project.

    The app lets you select a model, adjust the creativity temperature, and the context window bar displays the number of tokens used.

    Having ingested the project sheets, the model created a prompt for itself that allows its code to be pasted into the C3 editor, with varying success. This works well for modification, but less so for creating code from scratch. Yes, large models are proficient in languages, but valid C3 clipboard syntax was clearly not a priority in their training.

    On the one hand, it's annoying to wait for an assistant to correct its syntax, but on the other, it's a barrier to errors.

    So, in order of usefulness:

    1. Information. AI can do this instantly — for example, find Ashley's non-obvious forum post in which he admits that the animation trigger is delayed by one tick, and he himself doesn't remember why. Or the AI ​​will produce questionable information, which you criticize, thereby creating a logical conflict. Neural networks work better in conflict. So, if you're up for the investigation, you'll get a wealth of information for creating and releasing the game, step by step.

    2. Mathematics. The AI ​​rewrote all isometric distance calculations for detection and movement, with forward and reverse transformations. It wrote JS scripts that converted angles to radians, linked them to callable functions, and suggested using an angle matrix for massive trigonometric calculations—and even seemed to enjoy this part of the work.

    3. Debugging. As of late February 2026, two top-end models (Opus 4.6 and Gemini 3.1 Pro) were able to understand my project's logic and find errors in linked sheets of 500-1000 events 8 times out of 10. But they're very expensive.

    And there's the free Gemini 3 Flash, which can make guesses, 4-6 guesses per message. And if it doesn't guess, it will give you a sense of collaborative work, and you'll find the error on your own, but with less effort.

    4. Design. A special case of the first point. In fact, sometimes it's actually very useful. One good conversation can save you from a mistake. Almost all AI assistants are good at detailing and planning, which gives a more unbiased view of your project and its architecture.

    5. Generating code for game mechanics in the form of classic C3 editor events. This is the weakest point of almost any AI. It's not even a matter of syntax, but rather that the neural network always simplifies the code within the specifications, weakly analyzing its compatibility with the project.

    Judging by current progress, accessible models capable of responsible analysis should appear this year. This means that all programmers will use AI in one way or another.

    What can Scirra do? I honestly have no idea.

    Today I saw a video on Twitter of a large 3D game made based on a prompt, and a program that controls agents working on the project. Too much money has been invested in the tsunami heading our way.

  • Gemini also adds excellent commentary to events in any language )

  • Hi! I gave Gemini3 a copy of an Event sheet in JSON format + the text from the clipboard and asked it to analyze it and generate a prompt.

    Now I feed that prompt back to Gemini, and it can produce events ready for direct copy-paste into the editor.

    It doesn’t always work perfectly.

    Let me know what methods you guys use to get help from AI!

    Also drawing Ashley’s attention to this issue :)

    Even now, AI is already acting as a debugger for the ES logic, but it can’t see the full project details and therefore can’t properly evaluate what the best solution would be.

    Some access from a leading model to the project would be a blessing for major projects.

    In theory, with full integration into the project with the same rights as the user, the latest models could create games in minutes, and the additional advantage would be a visually clear Event-based system for the user to customize gameplay.

  • Speed ​​changes only work with a 2-tick delay.

    "On animation finished" trigger (screenshot).

    Tested on three computers.

  • I call it a camera because I use a 2.5D perspective with a variable angle to the horizon. But it's just zoom and scroll.

    Create a global variable zoomLayout (for example) and every tick use the Set scroll layout system action. Assign it the value of your zoomLayot variable. Now the scaling is equal to your variable and you can conditionally use Set scroll layout clamp(zoomLayout, minZoom, maxZoom) to limit the zoom as you wish to the minZoom and maxZoom variables.

    Next, create a Camera sprite with the Tween behavior, use Tween(Value) to change the value of the zoomLayout variable with clamp. Voila, you have a camera for cutscenes based on system expressions and behavior. The Sinusoidal curve will give a natural softness of the start and stop, and the Elastic - the shaking of an important event.

    To use custom scrolling, you should not have objects with the Scroll To behavior (there are tutorials on how to do this via Lerp). Roughly speaking, the camera sprite is followed by the vievport system action Scroll to position. And the camera follows the hero via lerp buffering. For zoom, lerp can be disabled and Camera Tween X, Y can be used to move the camera.

    I remember in C2 there was a plugin called "Magic camera". C3 allows you to reproduce this plugin with more pleasant camera movement using built-in tools.

    Controller restrictions are needed if you zoom with the mouse wheel (for example), and scroll after the cursor or the hero.

  • > For cutscenes and game events I ended up writing a camera with 23 active parameters - zoom and movement via tween or lerp with various curves, optional input blocking and types of hero tracking and forced scrolling. This saves a lot of time now.

    envoys: Can you describe your cutscene camera a little bit? The story I want to tell is pretty visual with lots of "sight gags". I can't afford to pay for all that animation so I'm thinking about using static comic panels and the timeline editor to scroll and zoom as needed. (Maybe with some limited animations here and there.)

    Sorry for the delay, description above.

    For scrolling and zooming comic panels, I think a tween camera would also work.

  • The camera does not use asynchronous events, we run Tween, it changes the zoom variable, which is also affected by other actors.

    In my particular case, the camera is complicated by the fact that one layout can have several separated locations with cameras and they are logically limited by additional variables. This makes the work somewhat inconvenient, but sometimes it is useful. For example, if you need to quickly teleport through a maze of mini-locations.

  • For cutscenes and game events I ended up writing a camera with 23 active parameters - zoom and movement via tween or lerp with various curves, optional input blocking and types of hero tracking and forced scrolling. This saves a lot of time now.

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  • Since most tasks will be waiting for a long time to be completed, using task boards can make the structure more visual for adjustments.

    Avoid polishing cross-cutting mechanics and animations - there is a high probability of reworking.

  • Chadori, thanks for the reply. That's right, LTS is a good idea.

    I think, for example, it's not hard to update Rex's Simplex yourself, I've just never done it.

    On the current schedule, SDKv1 addons will continue to be supported in all releases up to around June/July, when the next Long Term Support (LTS) release will come out.

    Ashley, thank you very much. I think that's what I wanted to hear. No rush jobs.