nerdError's Comments

  • Scripting api and ts-defs updates are always appreciated!

  • So yeah, i HAVE TO build my own system to track destroyed objects. I was wondering exactly about why there is no built-in thing for that, because its seems pretty strange

  • What is the best way to check if object is destroyed with scripting? Is there some kind of "isDestroyed" property I'm missing? If there is still no such property, I'm curious why

  • Btw, you can use the older version until the issue is resolved. Just specify the version in the link, like that: editor.construct.net/r466-2

  • I mean, don't have looping enabled on the animation and use "Set animation", then, when its finished (there is "on finished" event for animations) set animation frame and speed to 0, if you want to stay on frame 0 and make it not play again. Or just set to different anim, etc

  • I appreciate any improvements you do for the engine, but I really feel like 3D is a pretty niche thing and there are a lot of basic things to cover still that will benefit basically everyone. For example, a workflow of using multiple objects types, it still has tons of inconveniences

    Often you can't even change objects visibility settings when you select multiple object types, its really annoying. If you want to have "Button" family, you are forced to create a family for all of the needed object types and duplicate the logic, and so on. The engine will benefit so much from having something similar to JS arrays where you can store any object type and then work with their shared properties. Or "Is" operator that will allow you to un-abstract object from family to a specific object type. Instead you have to use Pick By UID for basically everything. It was already annoying 11 years ago when I started using the engine, and its still basically the only way to do most things

  • Right now I'm optimizing dynamic asset loading in my asset-heavy game, using replaceCurrentAnimationFrame and figured out from testing that fetching+decoding of the images can noticeably affect performance on low-end devices (especially if you do more than 1 at a time, which is very beneficial to speedup the loading). I figured out that you can put this logic in a worker to improve performance. And yes, I did with the fetch and it works, but the problem is that image decoding is forced to happen inside C3's code (with createImageBitmap as I understand it), as you need to you can only pass undecoded Blob to the aforementioned function. So I figured that, if possible, it would be nice to have alternative function that takes the result of createImageBitmap instead of Blob, so we can have more control on image loading and optimize it? Or I misunderstood how it works and it wont help? Thanks in advance!

  • Aside from crashes and weird behavior.. well yeah, I guess current TS mode doesn't make sense if you already use external editor to write TS (as do I), so thats why I was confused.

    But still, it still does feel kinda unfinished and unstable, so I guess I will need to check the latest beta to see if something is fixed and file a bug reports when I have time. Thanks for the answer!

  • I use C3 almost every day, with TypeScript too, and I follow the updates, so yeah, I know how it works

    I guess the implementation of TS mode in C3 just doesn't make sense to me as an external editor use, thats why I was confused, so nevermind.

    But there's still for sure a few free bug reports to fill out, the thing is pretty unstable

  • Hey, what's up with the "TypeScript mode" for scripting (in latest stable version)? If you use it, C3 will still only load JS files from the folder. If you manually import TS files, they will be actually added, but will be invisible until you restart the project. If you try to switch back to "JS Mode", C3 crashes most of the time. Imports also stop working (because they expect .js imports or something iirc)

    I feel like you started to work on this feature, but abandoned it half way yet still left it in. It's been months, and I don't think it got any fixes at all. I only write code in TS and was really happy to see this feature release.. but to this day I just can't use it because it's just unfinished and therefore mostly useless. Like.. what even happened? Or am Im missing something?

  • Thank you for all the amazing work! ❤️

  • Scripting updates are really great, thank you!

  • Yep, Hex colors are great, been using them for years

  • HexColor system expression, yay! Always was a little annoying to get do own solution for that. Idk, always preferred it over anything else, especially in code

    Though, can you make a vice-versa one to convert C3 color value to hex? It would be convenient, thanks!

  • So did you miss like 5 billion notifications about SDKv1 becoming unsupported? Yes it is unfortunate, but C3 is already held up by so many constraints and legacy support features it's makes improving it much harder. At some point you have to let go of things.

    You can always use older versions if you want, you just wont get new updates. Which is absolutely fair imo.

    There is also the LTS version, though I dont know much about it.

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nerdError

Member since 30 Apr, 2015

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