Tunivezo's Forum Posts

  • This might be a mad idea; but is there not a way to build a parser and or extension/coding system that can effectively convert internal details altered code into safer non-broken code when it's identified as broken?

    If not got another idea;

    can't there be like a underlying program that effectively is interwined into construct 3 in a performance friendly way that is able to keep a ghost version of the working engine and alter changes to it and can be time-framed based also on various specific and particular lines of code ; etc where the break and bug is identified to happen; so then it can be reverted in real-time this means you can basicily re-edit the engine in real time and at any specific line of code in a safe sense as unbroken states and or broken states and work around it???

    *Effectively making a real-time editable time-machine of construct 3 internal details at code level and being able to identify broken and non-broken aspects before it's too late and is literally broken if that makes any sense even when updates happen to the engine*

    It's more and or less git for construct 3 at software code level but it's compiling to test for problematic state; etc.

    *This definitely can be done*

    Eventually after working prototype is finished it could be improved over-time then the entire industry can reduce this problem to the max and lay this silly problem to rest eventually ;) ?

  • To put it simply and briefly:

    3D Navigation is a must after that 3D Model Support including animation, texture everything to do with 3D models (glb/gltf full support) should be high on the list, then 3D Physics and 3D Collisions after that 3D Lighting also a complete custom shader system would be excellent...

    ThreeJS, BabylonJS and PlayCanvas among others are ready for safe exploiting.

    (maybe photogrammetry at a later date)

    Am aware it's a lot of work and don't want to degrade the product but it blows my mind; how with the capabilities of the construct 3 engine and the truly incredible programmers involved including Ashley and the other ones with the philosophy of taking risks..

    Id even include community coding help into that for optimizable futures.

    How you can't blow everyone's minds with an incredible 3d suite of built-in-tools over-time.. You'd think that Construct 3 was the 3D version... and Construct 4 *when we are all in VR will be* for that.

  • Hey when working with multiple iframes at same time have to click play everytime; just to see how it looks in the editor was wondering if there is an way to make it so in the construct 3 editor you can see the actual rendered page rather then having to press play everytime to see changes it's very annoying also when is construt 3 getting a 3d viewport camera; the 2d one sucks ( just saying ; don't eat me ).

  • Intriguing , I did not know that ashley and thank you for those explanations all of you, as someone who's spent years trying to program a game engine with no finished product on hand due to my own difficulties with technology currently, I can certainly agree with those facts as of the contemporary era.

    I'd be also blown away by a extremely potent benchmark.

  • You are quite right potentially after some reading around on construct performance tips and advice for construct 2,3 and elsewhere.

    I've noticed that the best performance comes from trying to keep everything into one spritesheet as possible and keeping everything into one tilemap as much as possible to create interesting environments,etc

    The loading time is superb if that is done correctly.

    In the end the hardware targets are the bottleneck not the spritesheet size as such it's still best to keep in mind the lower res it is the more faster it will potentially be because of less pixel to load perhaps anyways.

    So basically you can create whatever you want within those hardware limitations 2048x2048 for mobile or desktop sprite sheet size though I'm not entirely sure how big one sprite sheet can be before it delays the load however just aslong as you can work with minimal amount of spritesheets and tilemaps at a fair spritesheet size it will be possible.

    I think that's the end game so far Id say construct 3 might be better then an snes or gba in terms of performance capabilities with this technique used properly and correctly we might be talking later (2000) pc power here.

  • Hello as someone who has very big idea's I've found construct 3 to be quite limiting in the context of loading times, I have noticed that pixel density plays a big part in construct 3 performance issues but

    I could be incorrect and was wondering what are the actual performance limitations of construct 3 so

    I can design my idea around that?

    Is construct 3 basically limited similarly to like the snes and or ps1 and if so what is the best pixel density for images, frequency density for music,etc and how much can we throw at construct 3 before it hurls to a halt or annoyingly long loading times for each preview,etc

    I don't mind working within limitations if I have too and scraping what I have too to make my idea's work, I just need to know what my limitation boundary is so I don't waste my time....?

    Annoying loading times would be 1-5 minutes per preview just for one change that is ridiculous in this day an age.

  • You need to set open to false after the left button is clicked and the system condition has executed properly

    also I'm not sure that trigger once will help you here because it might only let you do it once, see if their is something else that can make you just do it because the false should handle stopping it happening again until you clicked again another time.

    Unless I'm dumb.

  • That formatting right their :P, if only I was a newbie.

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  • OHHH HAHA!, First I didn't know you were using cmd in that nwjs expression dialog and I didn't even know it was possible.

    Then their is batch I was using also they are "DISTINCTLY DIFFERENT FROM ONE ANOTHER" , I'm such an idiot -_-,

    actually I'm not but lol.

    Does that mean cmd commands work in the nwjs expression dialog that's awesome if it does,

    probably could test it myself but meh I want to ask ha?

  • You need to put these window states into variables :

    Boolean Window On Screen - YES/NO

    Boolean Window Open - YES/NO

    Boolean Window Close - YES/NO

    Then like when you click on the instigator it will set one of those booleans to true or false

    then you can put the window after doing a condition statement on the screen then turn it off when needed,etc

    This will create a light switch-like window showing system hopefully.

    Boolean is a technical term for a binary digit switch it works like this

    True = some binary number

    False = some binary number

    Then in binary wrap those 2 binary numbers into a token like true or false also using binary :)

  • Okay putting it in a while loop is going to cause it to keep happening in javascript and many other languages .

    The while function is a looping function that keeps repeating the code within the body of the function until the condition is false it's the same in construct presumably :

    int x = 1 while(x >= 0) { //render stuff }

    So you want to replace that with something else that can be consistent like a tick or second delay,etc

    tick can be found in system I think.

  • Are you referring to the chrome window or some object in construct that is acting as a window?

  • Oh WOH!, that's so cool it seems nwjs might actually be treating the expression as if it was a command prompt?

    Start is a batch command right, oh wait no the expression dialog for nwjs doesn't work at all as a command prompt .

    Where did the start come from then and where is a reference for all these commands?

    Thank you dop2000 can you help me here?

  • I've exported a project with nwjs as my option and

    I'm trying to simple run a file from appfolder using the expression

    NWjs.AppFolder & "Program\test.bat"

    and it doesn't work even if I put a folder with the bat file around the executable it's really annoying me .

    Soo what am I missing with the filepath syntax,etc or just in general what is the hardcoded syntax of filepath's

    when writing expressions within construct 3 especially when it comes to nwjs.appfolder nwjs.userfolder,etc

    It worked when I used shell open method in the nwjs object with the expression

    "test.bat"

    however I'm under the impression that is not the correct way to open files or am I mistaken and this can be used?

    Please someone help me and can someone please write in the manual the syntax for this file path stuff too?.

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