Ashley's Recent Forum Activity

  • The message about throttling suggests you're spamming the API with constant requests and it's decided to stop you to prevent overloading the servers. I'd guess you've accidentally made an event that tries to load the leaderboard every tick, or something like that.

  • Take fast trigger flag for example. It is only a flag, not specific code of implementation

    No, it is not just a flag. It uses a whole different path through the triggering code, which is deep in the internals of the event engine. Just because it's exposed as a flag, doesn't mean it's as simple as flipping a bit.

  • bilgekaan - it's not about needing money to do it, it's more about who will write it, when, how it's managed, and how it's scheduled with everything else. Time is the bottleneck here.

    "Ability to install multiple addons at once" could be submitted to the feature request platform. It's certainly a smaller feature than making a whole online addon service.

  • If you use it identically to the Function plugin, it's probably OK. But I don't know, the bigger problem is that it's unknown which circumstances it works exactly, so it would be tough to document it and I don't want to have to support it if someone uses it in other cases. E.g. if someone uses it in some other way, then files a bug because it's broken one way or another, that's exactly what I want to avoid. It's meant to be a single-purpose shortcut that nobody else knows about.

    One of the big problems with the C2 SDK is basically everything is public and people go nosing around undocumented APIs and relying on them. This is pretty bad for us, especially if people start asking us to document or better support random hacks in the engine that were never meant to be used anywhere else. I mean, what next - is someone going to start fiddling with the WebGL batching engine and asking us to document what various command parameters are for? It gets pretty obscure in that part of the engine, mainly because a bunch of stuff is recycled and repurposed to relieve GC pressure. Nobody's meant to care about it, but in theory someone could end up writing a plugin that uses all that.

    In the long term it also risks making the entire engine inflexible - if we can't change the code without breaking some random third-party plugin, we could end up struggling to make any changes. For example it could end up that we can't ship a 2x performance optimisation, because several third-party plugins ended up depending on a particular algorithm that we used. This could well be the case with fast triggers: we might be able to speed them up further by making its restrictions even tighter, which is OK with the official function plugin, but not OK if it was a documented general-purpose API that we have an obligation to support forever, or put through a lengthy deprecation-and-removal process. The end result could be everyone's games are stuck running slower and we can't make optimisations to improve it.

    By the way, this is why for the C3 SDK we've taken a consciously different approach. There is a much more focused (and limited, at first) set of APIs available. We hope to broaden it out over time, of course, so it can do everything C2 did and more. However this takes time. These APIs will be much better designed so it still allows flexibility in the engine, will be comprehensively documented, we'll support them with bug fixes etc., and we will provide backwards-compatible support for the foreseeable future (unless we put them through a deprecation process). In the long run this is much better for everyone, but in the short term puts us under pressure to work on various API features (like the text rendering API I just filed an issue for). We'll do our best to keep up with that.

    Finally one extra thing to note: the C3 runtime will in many cases use identical APIs to the editor. For example IWebGLRenderer will be identical in the editor and runtime - and it will actually be backed by identical JavaScript classes, since we can share editor code with the runtime. Hopefully this makes it a lot easier to develop plugins, since the editor code can be shared with the runtime. For example we already have a particle engine in the editor for the live preview feature; when we come to port the plugin to the C3 runtime, we'll literally copy-paste that to the new runtime, saving a lot of work.

    Maybe I should've written a blog post about this

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • OK, I filed a todo issue for this: https://github.com/Scirra/Construct-3-bugs/issues/1127

  • I have no idea when we will be able to work on it. What status should I assign to it in this case? "I like it but we might not do it for ages"?

  • I don't even know what all the limitations are. It would take some time to inspect the code and think about what they all are. This feature cuts a narrow path through a large and complex engine, to optimise one very specific feature. I basically have no idea what will happen if you use it any other way than identically to the Function plugin.

  • Usually I get several people a day telling me different things should be our top priority, and they're all different. When everything's a priority, nothing is. It's difficult to prioritise things, I wrote a bit about the considerations in the feature suggestions guidelines. There are dozens of things I'd love to do, we can't possibly do them all, and even the ones we do choose we can't have done instantly. It all takes a long time to develop and test, and every feature as a small long-term overhead of continued maintenance as well. So we have to be a bit ruthless about how we prioritise.

  • You can post suggestions here: https://construct3.ideas.aha.io/

  • The reason we prefer using the issue tracker is it keeps everything in one place. This forum post will sink down the pages after a few weeks and end up getting forgotten. If it's on the issue tracker, it can be assigned to the right developer and they'll come back to it when they next have time to review issues.

  • I'm with Havok. All I would need is something simple to keep the casual user from copying the game or running it on another site.

    Encryption and obfuscation won't prevent someone copying the game wholesale. You probably want domain lock instead. It's covered in this tutorial.

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,773,928 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x126
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x5
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x42
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs