Je Fawk's Forum Posts

  • alastair might wanna report it as a bug.

    I really don't see how the dark theme can have that small window as white, and be an intended feature.

  • No, that's not it. I checked, I can spam load and it works. And when it doesn't, it doesn't work from the first attempt to load the game.

  • Update: it happened again while testing some more. I just changed some Wait durations, started the preview and tried to load the save game.

    One was changed by +0.05 sec, another by -0.05 sec as I'm trying to adjust an animation timing with the SFX.

    The Waits were unrelated to the load because they happen on an event that was triggered manually after the load.

    This freeze seems to happen once every 30+ loads.

    This time it's better though since there are errors

  • Slavy because Ashley works in C3 on default skin, that's why. Whenever he posts an update on YouTube it's the default skin.

    Also very few people complain about the dark theme. If it's a bug like Federico reported, it might get fixed. But white selection in a dark theme seems to be the norm as long as Scirra is concerned.

  • Ashley I'm sorry but I cannot strip down the current project to find the problem because between the Save and the Load I barely did anything.

    I load the save game, the music still plays but everything else is frozen.

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    I understand you need a clean project repo steps, and you must understand we need errors in the console log to know where to even start from.

    Thank you

  • This is our (my wife's and I) RPG game, with Vleed Sângerel, the vampire.

    It's one of many Construct 3 projects.

    We've been working on SkyRanch.Life since Jan 2021, with some freelancing and mental health breaks in between.

    The demo is available on Steam, so check it out if you feel it's worth your time.

    If you enjoy what you see consider Wishlisting it 😁

    https://SkyRanch.Life

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    The gif gets stretched like crazy, might wanna click it to view it better on giphy.

  • luckyrawatlucky I downloaded it a while ago, managed to revert a lot of changes (everything being rounded to me is way too much) but I gave up after spending like 4h cause I was just wasting way too much time.

    Thanks for sharing it though but like alastair said, it changes everything.

    I could make my own theme, but then I'd have to keep it updated, and I don't have time to spend on something that should be available by default.

  • Slavy you and I both. Features (3D, flowchart, etc) are good but the editor still looks worse than Godot 3.0, while having less features. GG.

  • Slavy it is as easy as we think, it's just CSS stuff that we can make ourselves but then also maintain ourselves. Makes little sense to me as long as we got a 99% perfect dark theme.

  • This has been up for what, 3 years? Since the old suggestion platform?

    It clearly doesn't affect anyone's code to say "well we can't update this, it will break games."

    Obviously it's easier to delegate to the community in the form of Themes, cause new features must be added constantly to the theme etc.

  • Updated the list.

    Could anyone who reported specific Save/Load issues please add the C3 version used?

    Also:

    andreyin : tweens during cutscenes, tween-based NPC movement errors, and hierarchy issues in battle UI.

    Nindool : dynamically created/destroyed objects with instance variables, and global variables changed from timeline-called functions, if you can still reply or if anyone else reproduced these.

    R0J0hound : regarding worker-based tasks like pathfinding: is this a known Save/Load limitation, or just a possible risk because it is async?

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  • The biggest problems are these:

    The manual says nothing about the limitations (drawing canvas not being saved, waits not being saved even though there's no networking done). So we're left to test and guess.

    and

    We need to strip down huge projects to repro a bug, fair, but we also pay for C3, so at this point we're doing QA, and we pay for it. which is not as fair as I'd expect.

    I know small time game devs that hired QA companies to deal with their bugs, surely Scirra can figure out something. Plenty of good bug hunters on C3's github issues.

    Do you know how much it took me take to strip down these to report some bugs? Days. And as yours, my time is also not free.

    If C3 would have some paid testers, they could be the ones to strip down the project on our behalf, the clients, in order to find bugs in C3.

    If C3 actually wants to fix bugs and not rely on the game developers to do half of the job.

    I was a tester for EA Games, it's not easy work.

  • Ashley thank you for the detailed reply.

    Our custom save system has been working well for SkyRanch.Life, and we do deal with hierarchies, but not much that's made dynamically and attached on the fly. As we continue development, there's always a chance that something will stop working and become a headache. I love headaches.

    Our system is pretty tedious and annoying, I'd gladly swap to the native one. I will give it a try before an update and report my findings (maybe within a month or so). I expect the cross version save will not work but we'll see.

    I would be thrilled to be proven wrong so badly that we can actually swap to C3's Save and Load system. I will personally send a sorry & thank you letter to Scirra's office by snail mail.

    Drawing Canvas not saving pixel info

    Interesting idea about the drawing canvas, but shouldn't be a problem for the more complex Steam games. Numerous games on Steam already have huge save games. I know Baldur's Gate 3 can be up to 400mb per file and it works well. I still think you should give the user this ability to decide for themselves, with proper documentation.

    We are actually using Drawing Canvas both in Nightwalkers.io and SkyRanch.Life. Nightwalkers isn't planed for Steam for the next 2 years. We use it to save effects of zombies being dead in the single player dungeon we got (since Nightwalkers is multiplayer).

    I could not allow the player to save the game when they're there I guess, or use C3's Save/Load as well as another system to save Drawing Canvas info, maybe. I've not tried. Sounds pretty complicated.

  • WackyToaster you're right, I don't want to talk about making my own save system here because I have one already, which is something I stated already. And yes the current Save/Load C3 has makes saves games unusable if you add more stuff to it.

  • Ashley I agree the built-in system should be used, and I did try to use it properly. I'd rather not pay for a game engine to not use it's features, I don't want my life to be harder.

    I made heavy use of the No Save behavior to keep things simple, but I kept running into issues. A lot of them were fixed, but I keep finding more, either bugs, edge cases, or weird quirks.

    For proper game dev, I need a save system I can fully trust, not one that works correctly "most of the time". I really do not need more headaches, and I'm sure you can understand that.

    I've been making games with C2 and C3 for around 12 years now, full-time. I've also talked to many other devs who ended up making their own save systems too. I don’t think we can all be wrong about this.

    About proving specific issues: I understand why clean bug reports are needed but it gets very time consuming. I report one issue, then after a few C3 updates I run into another one, then another, and so on.

    At this point, if i can find a workaround, I usually dont bother reporting the bug anymore. Narrowing it down can take a lot of time, and if I can’t isolate it fast enough I usually just move on.

    What i'm trying to learn now is what to avoid in C3 and what reliable workarounds other devs are using. That's why I made this post. And if there was info in the manual about it, I wouldn't be here wasting our time on this.

    Also, just to confirm: is the Drawing Canvas object not saved by the system?

    If it is not saved, I don't really understand why that is the default behavior. My expectation was that objects are saved unless you attach the No Save behavior, since that seems to be the purpose of that behavior in the first place??

    Another big issue is that the manual does not seem to mention this at all. Imagine making a game, using the built-in save system, and only later discovering that Drawing Canvas data is not saved. If I check the manual and it says nothing about that, it is very easy to make a bad assumption.

    I'm also not interested in handling this through network requests since that would be foolish of me. I've made enough multiplayer games to know saving such a thing is pointless.