Ashley's Recent Forum Activity

  • If paying users are saying that there is a very real need for MoveTo, and Pin behavior or whatever they are needing in their projects and finding Construct lacking in an area, why can you not be reasonable and add it so that they don't have to rely on the 3rd party devs?

    We can. That's why I linked to the feature suggestions platform. That's where we manage all such ideas and requests.

  • This is caused by buggy third-party addons. Please check which addons you have installed, try uninstalling them, and report the issue to the developer of the addon that causes it.

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    We're seeing healthy sales for Construct 3 and we are absolutely confident we're going in the right direction.

    When we first released C2, we had people telling us for months we'd obviously failed or had made ourselves irrelevant and were certainly selling less because we chose HTML5 over Flash. Despite a steady stream of such complaints, we stuck to our guns, because we were absolutely sure HTML5 would take over. We act on where we see technology is going, to future-proof the company. I guess not everyone appreciates that.

  • This sounds like just another case of v-sync accuracy. There's already a bunch of threads about it on the forum. It also appears to affect other tools and varies depending on the system, so I think it depends to some extent on the OS, drivers or hardware.

  • "Is overlapping" is probably actually already the fastest way. It uses collision cells to avoid even checking far-away objects. Other conditions like pick nearest/furthest check all instances, even if they are far away, so are potentially slower.

  • Construct 3 works offline, and the way it does this is by always loading from the offline saved copy first. This means if the server is not reachable it can still start up just fine. It even means if you're online but the connection is super slow, it still starts instantly.

    Since it starts with the last-used version, if it spots an update is available it tells you, so you can hit reload and start using it right away. You don't have to manually opt-in to updates; if you ignore it and come back later, it will update on your next visit. It just tells you so you can update sooner than that if you want.

    (Beta releases use a slightly different update mechanism by the way - you have to opt-in to updates, but that's mainly because using a beta release requires visiting a URL that's locked to one version.)

  • For dealing with bug reports, please see the bug report requirements. So far there is nothing for me to investigate. If you provide your project I can try it out myself.

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    I have read many C2 docs over the years and they were in general at an amateur level. My suggestion is that if you are charging "big boy" per annum prices, that you hire a trained tech writer

    I wrote the manual. I also wrote all of C2. Are you suggesting we get someone who didn't write the code, and doesn't know the inner workings, to write the manual instead? That hardly seems like a way to improve the quality of the manual.

    Also if you want to build APKs, you can always sign up to PhoneGap Build - the paid plan is also a subscription, and costs more than Construct 3, which provides a full game development IDE and a build system, at a cheaper price.

    Still, if you don't want to use Construct, you don't have to. If you think a different tool will better suit your needs you are welcome to go and use that instead.

    Anyways this thread is already too close to a totally unnecessary flamewar, so closing.

  • We only made runtime changes in r254. Are you sure it only started in that release? Are r253 or earlier affected?

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    If you don't want to read the documentation, I guess it doesn't matter how well it's written!

  • My point is to expose those features and let JS-Dev's deal with depreciation or similar breaking changes.

    Generally they won't, though. Often they're not professional developers; sometimes they suddenly disappear forever and stop maintaining their plugins. Then if we break third-party plugins people get upset at us. Browser developers also still go to great lengths to maintain backwards compatibility and avoid unnecessary breakage, and even in the few cases they do break things, we're paid, full-time professional developers and can deal with it.

  • Heh, newt is right, the feature actually already exists: just use a large sprite and make your first condition "is overlapping sprite". That will efficiently reduce the list of instances to run the rest of the event on.

    Sure, you can make a test with 10,000 objects and measure all sorts of performance differences, but have you ever actually measured it making a difference to a real-world game? Most games use far fewer instances. Of all the projects I've ever debugged or profiled, people usually run in to GPU performance limits (a hardware limit) before CPU limits. I guess there are some special cases where a game really does involve 10,000 objects, but that's generally the exception, and then there are ways of reordering conditions to efficiently reduce how many instances you're testing against - e.g. using the overlapping sprite trick.

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Ashley

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