Je Fawk's Forum Posts

  • I tried to optimize my code a bit by checking if the sprite is visible, and if the layer is visible, before checking for a collision.

    I thought this will cause less collision checks and will cost less CPU. I was half right. It did have way less collision checks but the CPU actually increased a decent amount from the Sprite is visible check alone.

    Using r. 449.2

    This is the test project I used (OneDrive)

    When the Is Visible condition is enabled the CPU is at 5.7% and the checks are at 30.000

    When the condition is disabled

    The checks are 60.000 but the CPU is only 3.9%!

    I'm pretty curious why this happens and if it's normal.

    Any ideas?

  • Doesn't work with the latest beta either (r455) and the latest addon version 1.4.3.0.

    Shift+Tab doesn't do anything. Is there some debugging/verbose mode we could turn on in the addon or something to see what's happening?

    The only way to use Steam's features is to call the Steamworks action. So my workaround will be to build some ... menu of sorts when the user presses Shift+Tab hopefully, and to surprise him (in a bad way).

    Console:

    I'll try to contact them and link to the repository (https://github.com/Scirra/Construct-Plugin-Steamworks) but... pretty slim chances they would care. Now if Unity or UE5 integration would break....

  • We're publishing a demo for our game as well and there is no fallback working either. Shift+TAB won't do anything.

    We were hoping the new export option will make it exporting to Steam better, not worse!

    Steam won't stop you but you're missing access on literally the HUB your game can have on steam: screenshots, friends, community, achievements, etc.

    Why is NW.js being deprecated when we have a worse solution?

    I managed a while back to use it to show the Steam Overlay and for achievements.

  • This has been updated to v. 1.2 with the following changelog:

    • Small optimization by removing a variable and a few conditions which were not needed.

    • Small change in "ItemIcon on drop" (event number 173) to allow easier integration with other projects. Is overlapping Frame1 now checks if Frame1 layer is visible instead of InventorySlot.

    • Small change at chest loot frame creation (event number 298) to create the frame on the chest's layer instead on UI for easier integration with other projects.

    • Added probability weights to the Items.json.

    Hope it's useful 😊

  • Bump on this as it's still eye straining and I need to resort to weird workarounds and tricks. Why do users have to fight so hard for basic accessibility settings in 2024?

    github.com/Scirra/Construct-feature-requests/issues/61

  • > Why don't I see such scandals in other game dev communities?

    Because they use public APIs with encapsulation. Again, providing source code is not related to that.

    And as far as I understand from addon developers, the API C3 has is not good enough, which is why they are "hacking" it, right? So hiding the code from them will not allow them to do this anymore, meaning I won't have addons supporting new revisions of C3.

    Is this correct or have I misunderstood something?

  • Ashley this sounds like a you problem, a Scirra problem.

    1st I never encountered a situation where you didn't tell me to remove all the addons and strip down the project.

    2ndly, it sounds like you guys would need more developers if these issues overwhelm you.

    You already put the QA on the client.

    You can't get far with C3 without addons, if they are harder and more limited to make, good luck getting people to make them for the community for free, if at all even.

    Why don't I see such scandals in other game dev communities? Why are other game engines open source or with source public?

    These scandals appear with some sort of a frequency here, and there are many clients vs you right now in this thread. Perfectly normal, right?

  • > So you can guarantee the Runtime API won't become like the Editor API in the future where only the documented exposed stuff is accessible while the rest is obfuscated and impossible to use ?

    The point of the warning is: we reserve the right to do that! You should not be surprised if we do, because we warned you.

    People messing with undocumented internals causes disasters. This has happened. Who gets the blame, takes the reputational damage, and has to spend hours picking up the pieces and helping desperate customers whose projects are ruined? Us.

    I don't see other game engines with source available to the public complain about this.

    Whenever I had small to huge bugs the answer was the same from Scirra: remove all the code until you find the one that causes the bugs, then submit a new bug request.

    And then it's always very easy to say: remove addons. Does the bug persist? No? Then it was an addon.

    Yes? Then it was C3, file a new bug request.

    The car manufacturer doesn't put a lock on the engine so you can't access it.

  • > Don't do this. You're using undocumented internals which are not supported and could permanently break at any time.

    >

    > You shouldn't need to manually suspend or resume the engine anyway. Construct handles that for you. If you want to do something like pause the game, set the time scale to 0 instead.

    The problem with set time scale to 0, its sounds won't stop and it's continue playing while all game are freezing

    As far as I remember, audio files imported as music will keep playing while imported as sounds will not. If I'm correct, you can just categorize your sounds based on this rule. (sadly Music streams if it's a web game)

    Alternatively you can set timescales for objects rather than the whole game (can use families of objects to be easier).

    I've tried many times and with the help of skymen and we couldn't figure out a consistent way of manually setting C3 to suspend and unsuspend.

  • Some companies strive to keep the community together and cherish community creators (addon devs in this case). Looking forward to seeing more of this from Scirra.

    We already lost a lot of addon developers when C3 was new-ish and there were some arguments on forums about how locked C3 is vs C2 and a lot of other things.

    One of them was rexRainbow who got fed up and moved to phaser where he's doing an amazing job.

    Why couldn't this be for Construct 3 instead???

  • Can vote on this here:

    https://github.com/Scirra/Construct-feature-requests/issues/61

    Thank you, had no idea the feature requests were moved to GitHub.

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  • Bump as dark theme contrast is still ridiculous

    This is not normal and would take a few hours from C3 to fix.

  • Hello

    I've just published an advanced RPG-like inventory system.

    It contains the following features:

    • Item database using array

    • Looting from the World and from containers (loot chests, the drop chance is based on probability weight as of v. 1.2)

    • Context menu holding actions that can be done on the items

    • Item splitting

    • Item drop

    • Tooltip system

    • Mouse cursor feedback system

    • Save and load system

    • Easy to add new items, just add a new row and fill up the information (title, description, animation name, etc)

    It has clean, organized, and well commented code.

    Showcase video

    Subscribe to Construct videos now

    Extensive 1 hour video guide explaining the code

    Subscribe to Construct videos now

    Store link: construct.net/en/game-assets/game-templates/inventory-system-3717

    Feel free to ask questions here.

  • Bump for this as it's still bothering my eyes....

  • This would be one thing that could be changed very easily, from bright pure white