skymen's Recent Forum Activity

  • Thanks for the report Zizaco

    This should now be fixed :)

  • Oh? Oops I will look into it

  • I just added support for it as well as an example

  • I mean it's a different way to work with this, but it's far from a bad idea. This means you can put your assets wherever you want without having to think about layer order as a final thing and you can make the decision for how layers are structured at runtime.

    I did that for one of my game and it made level design super easy specifically because I didn't need to set up any complex layer system at edittime and I could just create everything on layout start and be sure that everything would be set up correctly.

    Although I do agree that batch edits would be a good idea too don't get me wrong. But being able to fully create layers at runtime including the effect stack and all its properties mean you can make a function that creates a layer template for anything, including with template elements on it.

  • in theory if you follow a good naming convention, only layers that need to be synced would share a name, and so you could say "for every layout that has a layer named X and a layer named Y, move layer X to a given position relative to layer Y"

    Same would go for renaming, removing, adding or editing.

    This would be kind of a pain to set up the first time for existing projects where the naming convention wasnt made with this feature in mind, but for everything else in the future you could in theory do it that way.

    I also agree that layer templates sound like the best way to design the feature in an ideal world, but I would rather have a simple batch edit feature than an over engineered half broken new layer system that takes 4 years to get right.

  • Ashley and Diego litterally just said 3 times that layer templates and UI work takes a lot of time and means it probably wont be done any time soon if that's what is needed.

    In theory having the batch edits is good enough cause you can select what layouts to target by having good naming conventions in the layer names.

    I think that batch edit is a fine way of doing it, and in general I am all for having more batch editing of that kind in the engine. Alternatively (or I suppose as an alternative), having the option to just make the changes at runtime means we can just generate all the layers on startup which is also a good option and completely eliminates the problem.

  • One quick suggestion:

    Why not allow us to add layer effects at runtime? This would be a lot easier, I've done engine hacks in the past that let me do it, and it would completely skip the whole problem if we can just setup all the layers at runtime manually.

    Right now what makes this impossible is:

    - we cant change what effects are on a layer at runtime (i mean add/remove from dynamic/static layer, not just enable/disable effects)

    - a few of the layer params (namely 3D params) are still impossible to change at runtime

    This IMO would actually be the simplest smallest possible version of that feature because then you could just write a few events that handle it at runtime based on layer name for litterally anything you might need, and then we can create the sprites on them either using recreate from layout or using templates.

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  • I started working on a new feature: Sub Graphs (also called Sub Routines)

    This feature is still VERY EARLY and EXPERIMENTAL but I have decided to deploy it through an experimental branch so I could start gathering feedback.

    skymen.github.io/construct-shader-graph/experimental

    Let me know what you think :)

    Known bugs:

    - Code generation is broken with sub graphs

    - Type propagation doesn't work reliably

    A lot (or maybe even all) of the code for that feature can be discarded or completely redesigned at any point. This is only my first stab at the feature.

  • GDevelop's native AI integration is likely much more efficient and therefore has a smaller carbon footprint on average.

    In my testing, it really straight up doesnt work, and burns through tokens super quickly.

    I don't think C3 having AI assistance for event sheets is worth it. Maybe an AI for searching through a project or for writing JS/TS but to be honest I'd rather AI tools stay out of C3 completely. I can think of a few hundred features I'd rather see work for before AI agents given how small the Scirra team is.

    You might personally dislike it for all the right reasons, but AI appeals to the same market no-code tools do - people looking for an easy solution when making a game, without learning any hard programming stuff.

    That's true but in this case why not use Godot or Unity? AI will work better there, integration already exists and the engine is free AND more capable than C3 when it comes to 3D. I just don't think a tool having AI for the purpose of making already simplified code even simpler really makes any sense.

  • Gdevelop has added AI before spritesheets.

    I think a lot of people tend to ignore or forget about that fact.

  • discord.gg/jfR3nMFjxJ

    Opened a discord server about this family of tools.

  • Sure that's a good idea.

    Here is the server link: discord.gg/jfR3nMFjxJ

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skymen

Member since 3 Aug, 2015

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