joelmayer's Forum Posts

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  • Yea not ALL Moho features are supported in glb export. If you have one, i'd try one of your simpler rigs without any fancy dynamics, masking, etc. and see if it works. Maybe ask on the Discord or refer to the manual to make sure, which functionalities are supported in glb. The test i did was just a really simple quick thing.

  • If you're looking for an awesome 2D animation software for rigged characters, i can highly recommend Moho. Funnily, they just recently added gltf/glb export and i tried importing it in Construct and it works great!

    mohoanimation.com

    I'm not being paid by them but i did a webinar for them a while back and have a couple of tutorials on my Youtube channel. Really excited about the new import possibilities of Construct and it's not even because of 3D :D

    Unlike Spine, Moho allows for both bitmap AND Vector rigs and comes with vector drawing tools. It's been used in film and TV for decades, is relatively easy to learn and has a great community. The price is fair too, being a one-off payment.

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    Really great for me as an animator who uses the software that i can now use it for games! Thanks Scirra!

  • Lol yea, usually my palms get a bit sweaty when using the Timeline :D It's not as bad as it has been the first couple of years but yea if there IS a crash it's usually either the Timeline or Animation editor, stable or beta, doesn't really make a difference... And i feel it's always the same three bugs that go in circles which is what makes it somewhat frustrating.

  • Oh wow, hit a nerve there haha.

    Just to clarify my original intentions for the topic: i really am just talking about bug-fixing/stabilizing in this instance :D But interesting to read other voices too.

  • Dear Construct Team

    Please take this really as constructive criticism, i don‘t want to say this in any mean-spirited way but i recently realized it‘s been seven years since the Timeline feature was first released and i unfortunately as a day 1 C3 user and an animator by trade have to say, it STILL is one of the most unstable parts in Construct. Looking at the bug tracker there‘s barely a release cycle where there isn‘t some workflow jarring issue whether it‘s just unexpected behaviour or flat out crashes. It sometimes feels a bit like a house of cards where you report one issue, which gets fixed, but therefore it crashes at another end the next release.

    I know you will say report any bugs to the Github and believe me i do. A LOT. But you also have to understand: you‘re not the only ones who are kind of busy 😅 I can‘t serve as a free beta tester at all times. I would really wish for some more rigorous in-house testing by Scirra at least in the areas which are known to be a bit wonky.

    I would simply like to ask you to please, please maybe just take one or two solid months to stress test the timeline thoroughly and hopefully bring it to a point where it‘s as stable as most of the other C3 areas i.e. the event sheet editor which barely ever makes any problems.

    As somebody who apprenticed using Director and Flash and currently uses the Timeline extensively for new projects it‘s unfortunate that it is more often than not kind of a show stopper. It‘s a great feature and very cool that C3 offers it and while maybe not the best Timeline i‘ve ever worked with it‘s totally serviceable but it needs to be stable and bugs should be the exception, not the rule and at the moment unfortunately they are.

    I‘m not asking for any new additions to it, please just give it a bit of focused attention, that would be great, thank you very much, very excited about all the nice improvements lately!

  • Why not this: use Construct 3 in Desktop Mode on your iPad and use a Keyboard and Mouse. Then you have the "proper" experience on an iPad ;)

  • No happens here too and i have a swiss Layout ;) It really is mainly the square brackets.

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    youtu.be/MDlP01bwczo

    Two videos that popped up in just 2 days about C3 users switching engines. Especially the one by Foozle gives some good insight to the GDevelop workflow. Looks like a promising start and really nicely integrated i gotta admit.

    Ashley Tom

    Probably worth for you to watch.

  • IF i could just offer one last bit of thought i'm having it is that i would prefer it if the first half of 2026 would all be about maybe just polishing all the features we already have in Construct like i.e. the timeline and making it easier and more convenient to handle data (i.e. have the array and dictionary editor just be loaded by default instead of loading it via AJAX every time) or being able to set up simple arrays within variables inside the editor and THEN tackling a 3D editor :D

  • All good Ashley, i'm not questioning the quality of Construct or you as a developer, i'm merely commenting on the fallacies of comparing JavaScript performance against the competition which usually means "you-know-who" ;) And again, if you read through ANY issue people usually encounter with Construct performance or otherwise it's always at the point where any sort of desktop or mobile deployment happens which is always a bit of a shame because as i said, it performs beautifully in the editor and plain HTML5. So it's more about how much does JavaScript performance really matter when there's so many other factors that other engines using slower programming languages don't need to deal with. Luckily i'm probably exempt from these problems because i make stupid little adventure games and not bullet hells :D But all good, didn't mean to hijack the thread, enjoy the holidays! ^^

  • And yet Gamemaker seems to have hit after hit every year while Construct‘s games usually have negative Steam reviews because of performance issues ;) Not trying to be salty but we also have to look at things a bit realistically. I doubt even that the issue is C3‘s engine or Javascript but simply that high performance web game STILL are trouble to bring to Steam in a reliable manner (see Gamepad vs. Steam overlay in Webview atm). I'm kinda contemplating just using Electron if i ever publish to desktop in the future.

    Talk about disaster: steamcommunity.com/games/1219240/announcements/detail/511820969218671190

    But yea that‘s another topic just the GML comparison isn‘t as impressive as it might sound on paper i‘m afraid 😅 Also please note that Gamemaker supports Javascript now as well... And i genuinely love C3, the user experience is superior but at the end of the day when it comes to RELEASING games it's far more of a hassle than most other engines except for web, for that it's beautiful and i worked with "real" web developers who were sceptical about using C3 at first but then very impressed about the performance and ease that they could add their code to my game for stuff like share buttons etc.. Just that strange, unwarranted Gamemaker fixation sometimes rubs me the wrong way lol

  • Now i'm no add-on dev and definitely lack a great deal of technical know-how so take everything i say with a grain of salt BUT just from a user-perspective: i come from animation and in tools like Moho or After Effects which are also highly extensible via plug-in scripts i'm used to 3rd party add-on basically being confided to their own pop-up window (which depending on the UI you can then dock somewhere) so i think if that's a viable solution for all parties involved it might be the best of both worlds...

    Rest assured tho that even in those tools, broken add-ons can still lead to errors and sometimes there's compability issues when the software goes to a new release. I guess it's a bit easier because the update cycles are far less frequent than with Construct? But in the case of Moho i.e. there's just a Lua console popping up displaying an error message and even for non-technical or non-programming people like me it's clear at a glance that the bug stems from an add-on and not the software itself because it would say something like:

    From there you can clearly see that Moho has SOME problem with a script in the scripts folder so nobody gets the idea to write Lost Marble Inc. (the company) to report bugs but to either get in touch with the plug-in developer or to remove said script. It doesn't lead to the whole editor crashing or anything though.

    So i don't know, perhaps if there was a way to just more clearly allocate any POTENTIAL bugs that stem from 3rd party add-ons to the user, Scirra would in turn receive less heat when something goes wrong with them? Just some thoughts haha.

  • FWIW if i remember correctly you can basically export your game with the version of the Webview bundled at that time. You'll have a larger download file but therefore control over which version of Webview is being used.

    It's being described here: construct.net/en/tutorials/exporting-windows-webview2-2685

  • From 3D to V3 in 3 pages :D Good going lol.