Ashley's Recent Forum Activity

  • Browser popup blockers interfere with trying to automatically open windows, so I'm not sure this is possible.

  • It includes all the changes listed in the link to Google's documentation, including the plist updates.

  • Yes, translators are still actively working on POEditor and we still have the same reward scheme in place.

  • You won't be able to run Construct 3 beta versions offline in the NWjs version because the URL redirect requires an internet connection. (Same if you bookmark the beta link in any other browser.)

    A few months ago we updated the redirect to work offline too, so that should still work offline now as well.

  • I only just got the chance to look in to this. I've made some changes to the Mobile Advert plugin for the next beta to support requesting the IDFA, which prompts the user on iOS 14+. Note this also requires Xcode 12+ to activate - which like iOS 14 is currently still in beta. If you use Xcode 11 or older, it won't attempt to request the IDFA.

  • It should work. I've tried it many times in the past and verified it does work offline.

    If it got somehow broken at some point, please file an issue following all the guidelines. Please note any report about C3 not working offline must start with these steps:

    1. Clear storage/browser data/etc to revert to clean (uncached) state

    2. Load C3 while online and wait for the "ready to use offline" notification.

    3. (Whatever further steps necessary to reproduce the problem)

    Several times in the past people have skipped step 2 and as far as I saw it was working fine.

  • It should work. It's hard to say more without further details. Try making sure all OS and software updates are installed.

  • There's nothing special about C3, it's a global variable and so you have to reference it with self.C3 like all other global variables.

    However if you look at the latest addon SDK downloads, they put const C3 = self.C3 at the top of the file scope. This lets you reference C3 without self, because it makes it a local variable. You can use this technique for any global variables that are frequently used to avoid having to repeat self. everywhere. The addon SDK documentation assumes you're working with the latest SDK download which lets you use C3 without self.

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  • Families and objects pick separately. 'Create object' picks the created instance. If you want to use that instance in later actions, it must be an action in the same object.

  • Say that I had 10 lines of text, if I used sprite fonts, would EACH of them require a copy of the graphical font?

    No, they all render from the same source texture that is loaded once.

  • We need a behavior that pairs objects for automatic picking, but can reset the relationship.

    The reason containers enforce the same number of objects is it's the only feasible and efficient way the picking-together system can be implemented. Any kind of other "pick together" feature that doesn't have the same restrictions as containers, would necessarily be very complicated (and therefore probably buggy in all sorts of situations), and fundamentally slow. And so then if you used it a lot and your game ended up slow, you're stuck, there's nothing you can do about it. I would strongly prefer to avoid implementing features that can end up being traps like that - the entire engine is designed to always be reasonably efficient even in the most extreme projects.

  • Ok, what I would like to know now is if adding a child will do automatic picking like containers do?

    No, that's what containers are for.

    Also, containers can only do that automatic picking because of the restriction around creating and destroying the container together. This enforces that there are always exactly the same number of instances of each object in the container, which is what allows the engine to be able to pick them all at once. If we made scene graph do that, we'd also need to reimpose the same restriction - and that would remove the ability to use scene graph dynamically (e.g. attaching and detaching different objects throughout the lifetime of one object). I think it's important to allow the dynamic usage of scene graph.

    Besides, I'd say that well-designed software should not duplicate features in different places. If you want simultaneous picking, use a container. If you want objects to attach to each other, use scene graph. If you want both, use both!

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Ashley

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