thanks for the kind words :)
I am slowly porting my addons to V2 but it takes time.
If you wanna help accelerate it, feel free to chip in here:
opencollective.com/construct-community/projects/port-addons-to-v2
I've been trying for a while, waiting for SDK V2 to have the features I need:
github.com/Scirra/Construct-feature-requests/issues/762
github.com/Scirra/Construct-feature-requests/issues/432
Fantastic work :)
I'm really glad that you guys keep making the choice to work towards long term visions for the engine.
Can't wait to see what's coming!
I think you'll get a lot more out of learning the shortcuts and how to write and edit events quickly with your keyboard than trying to get an AI to do it for you.
In my experience, unless it is properly trained for it, AI genuinely sucks ass when it comes to doing anything like that. See how GDevelop's AI works and you'll see it's a disaster. And that's with an AI that is integrated in the engine and was supposedly trained for or specifically taught how to handle these tasks.
I wouldn't recommend using agents to have them write C3 blocks for you.
At best you can have them help you with debugging or writing pseudo code, but the JSON format for blocks have very specific IDs they need to use and it would be very easy for agents to hallucinate IDs that dont exist in your project and the worst case scenario is they corrupt your projects.
Agents are pretty good at JS and they are now also pretty good at navigating the docs that C3 has so they tend not to write broken scripts.
Still, in general, I don't think AI agents are that useful for Construct and I don't think you should rely on them. Even when debugging I've seen people say things about C3 events that are factually incorrect because ChatGPT told them something and they believed it.
Hi, I am currently busy but I do plan on porting this to V2.
I will try and work with Scirra to make it support as much of the addon's features as I can but I can't make any promises as it's out of my hands sadly.
Hi this addon probably wont be ported to v2 because it makes breaking changes to the engine internals that SDK V2 is supposed to prevent so I wont be porting it.
Fantastic work on 3D model.
My one piece of feedback is that I wish we had a way to scale the 3D model using actual scale values based on their real size in the model file as opposed to the size in the 2D viewport.
Rendering in isolated mode causes sizing issues.
It would also be nice to be able to manually enable/disable multiple meshes instead of having to pick between only one or all of them.
In Under The Red Sky we have a single model file with all the 3D models and optional accessories so we sometimes need to have 2 meshes displayed at the same time.
Also the sizing changes wildly in Isolated mode depending on which mesh is rendering, so to keep standard sizing we have to use Hierarchy rendering but the perf gets 10x worse in that case
Hi, this would not be an outline, but an inset shadow or glow. This outline doesnt support this.
This is hands down one of the best Construct updates in years I think.
Back to back bangers lately, thanks a lot :)
I would still recommend using the bbcode outline when possible because it is a billion times faster than my shader for text
Hi, this is likely due to a spritesheet bleeding issue which is unrelated to the shader.
Make sure to add 1px of empty space around all of your sprites to prevent spritesheet bleeding (clicking the crop button does this for that exact reason)
Hi, yeah I will eventually port it to sdk v2 but Scirra didnt give us enough time to port all of our addons.
I will try to do it as soon as I can but it takes time to do
hello yes I will update this eventually it just takes time to update all my addons to SDK V2
you have to do [sfdx=tag shake(2)] like [sfdx=offsetx shake(2)]
In the docs there is some more information:
[sfdx=offsety 8*cos(t * 300 + i * 90)]my wavy text[/sfdx]
Member since 3 Aug, 2015
Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.