Ashley's Recent Forum Activity

  • It's pending the new runtime first, which is going to be our next major project after C3 leaves beta.

  • I'm automatically notified when people join, I just need to manually approve. I saw an application and approved it so you should have access now.

  • Great, thanks. There's a few more though - remember that any "expressions.*.translated-name" key has to be a valid expression:

    Key text.plugins.nodewebkit.expressions.userfolder.translated-name: Expression translated name is not a valid expression
    English:     'UserFolder'
    Translation: '???????????????? ?????'
    
    Key text.plugins.nodewebkit.expressions.readfile.translated-name: Expression translated name is not a valid expression
    English:     'ReadFile'
    Translation: '???????? ????'
    
    Key text.plugins.spritefont2.expressions.characterwidth.translated-name: Expression translated name is not a valid expression
    English:     'CharacterWidth'
    Translation: '?????? ???????'
    
    Key text.plugins.spritefont2.expressions.characterheight.translated-name: Expression translated name is not a valid expression
    English:     'CharacterHeight'
    Translation: '?????? ???????'
    
    Key text.plugins.spritefont2.expressions.characterscale.translated-name: Expression translated name is not a valid expression
    English:     'CharacterScale'
    Translation: '??????? ???????'
    
    Key text.plugins.spritefont2.expressions.characterspacing.translated-name: Expression translated name is not a valid expression
    English:     'CharacterSpacing'
    Translation: '???????? ????? ?????????'
    
    Key text.plugins.spritefont2.expressions.textwidth.translated-name: Expression translated name is not a valid expression
    English:     'TextWidth'
    Translation: '?????? ??????'
    
    Key text.plugins.system.expressions.canvastolayerx.translated-name: Expression translated name is not a valid expression
    English:     'CanvasToLayerX'
    Translation: '?????????? X'
    
    Key text.plugins.touch.expressions.absolutex.translated-name: Expression translated name is not a valid expression
    English:     'AbsoluteX'
    Translation: '?????????? X'
    
    Key text.plugins.touch.expressions.absolutey.translated-name: Expression translated name is not a valid expression
    English:     'AbsoluteY'
    Translation: '?????????? Y'
    [/code:1mkse1sv]
  • If you can extract the files from the zip, then extract them to a new folder, and simply add them to a zip again. The new zip should be valid and not corrupt. Then rename the .zip to .c3p and you can try to open it in Construct 3 again. However I'd expect a few of the files will have gone missing and will still report an error. You could send me the recovered .c3p again to see if I can find out what's missing.

    This would also be a good time to set up backups, or upgrade Dropbox to keep a version history

  • The Russian translation is nearly done! However some more mistakes have crept in, as detected by our verification tool. Here is a report: https://www.dropbox.com/s/9e1lkunx1xwdbd4/ru-RU-2017-11-27.txt?dl=0

  • It's not possible in browsers, for security reasons. Imagine the chaos if random web pages could read and write files anywhere on your disk.

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  • I think the best way to prevent aiming offscreen when windowed is to go fullscreen, and avoiding aiming off-screen when fullscreen in a multi-monitor setup with some tradeoffs, is enough of a niche to leave to third-party addons.

    To see the latency of in-game rendering, simply set a sprite to the mouse position every tick. If you move the mouse around fast you'll see the sprite is not exactly under the mouse, it's a couple of frames behind. Serious players are sensitive to such added latency and would probably prefer to see the real cursor instead. Regular gamers can always spot when a game renders its own cursor rather than using the OS one, and they usually criticise this.

    Additionally pointer lock changes the way mouse input is received: the cursor no longer has an X, Y position on screen. Instead you receive delta-X and delta-Y (i.e. the change only). IIRC tracking these is not consistent with normal mouse movement, because the delta values are raw input, and the OS normally applies some acceleration/smoothing/other processing to mouse input to make cursor movements more usable. So this will either break conditions like "mouse is over object" (because there is no longer a real cursor position), or emulating them will have a weird unprocessed motion on the mouse cursor (because the OS no longer processes it in the usual way) and will throw off users since aiming the mouse accurately is more difficult with unfamiliar motion response. Neither of these issues matter for 3D games, since you look around rather than move a cursor.

    So as with pretty much any technology, it's not a case of "technology X will magically fix problem Y!", it's a different set of tradeoffs which are for some purposes better, and for others, worse. The tradeoffs of pointer lock are optimised for 3D games. You can prevent the mouse leaving the window area, but it makes any visible cursor laggy, and makes aiming harder. If you want to ignore the downsides and use pointer lock anyway, third-party addons can cover it.

  • The file doesn't look recoverable I'm afraid. But if you saved to DropBox, can't you recover previous versions of the file in the version history?

  • Just right click it and select "Download" in the open dialog.

  • Yeah, it's difficult because at that point none of the language libraries are loaded yet, because it's still loading the main app and framework. So there's no way to access the language files and our existing translation framework at that point. I might add those strings to the language file so they can be translated anyway until we figure out a solution, which I would guess will involve hard-coding in just those strings

  • If you send me the project () I can try to recover it. I may not be able to though. Don't you keep backups of important digital work? If not, you may have learned this particular lesson the hard way...

  • This is actually an incredibly difficult problem. It's essentially crowd control and it quickly becomes highly chaotic and CPU-intensive, and easy to end up with objects getting permanently stuck. I've tried and failed to do this in a robust way in the past, I'm not sure what the best approach is.

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Ashley

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