fedca's Forum Posts

  • brainjulius Construct 3 has the LTS branch for this! https://www.construct.net/en/make-games/releases/lts

  • It moved to the position property, instead of x and y it now has x,y and z.

  • I mean if we could plan perfectly and never make mistakes we wouldn't need most things.

  • yea it can get complex, though a layer can not be a template/replica and global layer at the same time imo.

  • yea, that wasn't the best suggestion. The template layer should be the layer you set "semi-global" on, similar to global layer, with a context menu option "open original template layer layout"

  • Imo the most robust and flexible way would be fairly similar to how objectType templates work: you can set something as a template layer and you can set another layer as a replica of it (could just be that any aditional layer with the same name is a replica), then on that replica you can disable copying of specific properties, effects and for a more completete case we could even choose if sub-layers and content should be copied (in that case it could supersede global layers).

    The initial implementation could forgo that disabling of replication functionallity, so the replica layer would basically behave like a global layers without copying what's on the layer itself.

  • Nice work on this!

    Would it be possible to add a gamepad scripting interface, so it works independent of what's used internally?

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  • Folder structure and c3proj sometimes desync with collaborative work when merging different branches, which leads to annoying merge conflicts that need to be resolved manually.

    But with flat folder structure removed, it may not be nescessary to store the folder structure in c3proj anymore. This could streamline version control greatly.

    I put this here for discussion, but I can also write a suggestion later.

  • The problem is that the layers content needs to be different, it cannot be shared:

    i.e. on level 1 there are mountains on the background layer and on level 2 there are clouds.

    But you still want a shared layer setup that is consisten across levels, like [postProcessing, foreground1, foreground 2, world, player, enemies, background1, background 2]. Now after creating 100 levels and noticing you need to make some change to that layer set-up you need to repeat it 100 times.

  • I have done this a bunch on accident too! Idk how to make it clearer, maybe using {my} (behavior name and icon) but this isn't used in conditions only in actions typically.

  • To my knowledge 3DModel is mainly developed by DiegoM, just trying to make sure credit goes to the right person! :)

  • To my knowledge we cannot force disable Steam Input as the developer. It will still be enabled for the Steamdeck and maybe Remote Play Together. Also the user can still enable Steam Input on their end afaik.

    Also you should definitely make a developer account and pay the fee for one game so you can test these features. Steam integration is key and the engine developers should certainly test it.

  • I have reported it and Ashley has already fixed it for the next beta release.

  • That's an interesting find and sounds really painful.

    Some ideas how Scirra could fix it:

    - using uint16 arrays for the tiles, halving memory usage

    - only store a specific amount of tiles larger than the visible size (for example 128 tiles wider and 128 tiles higher than the visible size, making sure this can't get out of hand)

    - only keep the last few layouts in memory, instead of all tabs. This may also fix some other editor memory and stability issues