fedca's Forum Posts

  • It would theoretically be possible, but its not really something I am interested in doing myself at the moment.

  • Hey, so C3 only redraws anything if there is any movement on screen, so I guess you were just using it on a static layout.

    We can mark effects as animated, which will force a redraw every tick if they are on screen even if nothing else moves. I made this change to the effect, so the newest version should show the animation on a static screen as well.

  • 1. I wish there was a way to jump to the event that handles the nodes logic and jump to the node from the event. Sadly not really possible with it using string tags though.

    This would make it much better to use as right now it always requires searching in two places.

    2. Also I would love to have the conditions slightly changes to:

    • "on node enter"
    • "on node exit"
    • "on any node change"[/li
    • "compare current node"
    • "compare previous node"

    And get the expression:

    • "GetPreviousNodeTag/Index"

    3. To read the Flowchart at a glance I wish the name/tag of the node would be larger and in the header, this would make searching and reading the tree much easier as right now they are not really discernible.

    (A color settings for the node header would be cool too, similar how we can color code comments and tabs, but that would be more of a cherry on top)

    4. output cell should not be resizable, as there cannot be any content wider than the circle.

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  • Looking forward to experiment more with it to figure out what new workflows this enables, thank you for this cool new feature Diego!

    first impressions of stuff I'd like to see added are:

    - linking back to parent

    - general ux/ui improvements and polish

  • I released a few new effects:

    BOKEH

    https://www.construct.net/en/make-games/addons/1182/bokeh

    Buttery Bokeh blur, keep samples low otherwise performance cost can get heavy.

    Gradient Map

    https://www.construct.net/en/make-games/addons/1189/gradient-map

    Remap the colors to a three color gradient.

    Overlay Color

    https://www.construct.net/en/make-games/addons/1191/overlay-color

    add a color with overlay blending.

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  • Icons in the manual

  • images on the addon exchange are still broken for me

    also blog posts like these for example: https://www.construct.net/en/blogs/ashleys-blog-2/collision-cell-optimisation-914

  • For me text always has some anti aliasing with nearest sampling. But it does work correctly for the icons.

  • captchas are broken too it seems

  • new SDK.PluginProperty("object", "Target", "value", {"interpolatable":false, "allowedPluginIds" : ["sprite"]}),

    I did a quick test and with this I can see the property but add any type of plugin, so to me it seems like it's broken. (or I am using it wrong?)

    I guess we need to report is as a bug

  • You can change the z-elevation via js as a workaround for now.

    runtime.objects.DrawingCanvas.getFirstInstance().zElevation = z;

    I just wrote a bug report for the drawing objects with missing z-elevation (something similar came up just a day or two ago with the Video object on the Community Discord)

  • Automatically following the addon when you download it would notify when an addon was updated that they are using. Often people use an old version for a long time as pressing the follow button is easily missed.

    This would be in line with how you auto follow threads if you interact with them.

    Tagged:

  • Yes, doing a pick by evalue doing all the checks in condition using operators (Object.var=? | Object.var2=? | Object.var3=?| Object.var4=?)can be faster as the loop through the instances is only done once.

    But it only matters in extreme cases and can hurt readability imo.

    But yes I have used this optimization in my projects!