How do I find the default behaviors and plugins for reference/editing?

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  • Hi

    Super basic question... Where can I find the official plugins and behaviors in C3. I've been blundering around for like 20 minutes and can't find them. I thought you could download them online at the asset store but I don't see them there either.

    *Edit* Okay, I found them on Construct3 -> Addons & Extensions , but the download link on official files is broken or something and downloads an htm file which is basically a copy of the page you are on. Am I missing something here?

  • They aren’t available. You can see the runtime portions of them with the browser console when previewing, but the edittime part is obfuscated with the rest of the editor.

  • They aren’t available. You can see the runtime portions of them with the browser console when previewing, but the edittime part is obfuscated with the rest of the editor.

    Shucks, thats super frustrating. Do we know why or is it just "the way things are"?

    If I can scoop the runtime, I wonder what is the point of not allowing users to download them? As it stands, many of the more "complex" behaviors were always lacking in key features (Box2d :( :( :(, pathfinding, platforming, etc...). I always bridged this gap by adding what I wanted...

    Adding on a few features and then copying those features to future updates to behaviors is also easier from a maintainability standpoint. Lacking any inheritance or ways of extending behaviors means this is always a mess, but rewriting a whole behavior just to add a few nuts and bolts...

  • They were public originally, but they decided to do this for C3.

    Its because people were editing the official plugs just to add a few nuts and bolts.

    That's not maintainable.

  • Many old behaviors and plugins remained mostly unchanged since Construct 2. You can install C2 and find their source code in \Exporters\html5 folder.

  • Many old behaviors and plugins remained mostly unchanged since Construct 2. You can install C2 and find their source code in \Exporters\html5 folder.

    Yeah, thanks for the suggestion, I already have alot of those ported over that I had changed originally!

  • They were public originally, but they decided to do this for C3.

    Its because people were editing the official plugs just to add a few nuts and bolts.

    That's not maintainable.

    I don't understand, do you mean they were simply editing them then releasing these as their own?? Some of those nuts and bolts aren't just "nice to have" though. In many cases they are so desperately needed that they literally make or break a game. In all fairness, construct is already terrible when it comes to scale and maintainability on larger projects anyway, that if I had a choice between a behavior that needs to be maintained, and a bunch of tack on events duplicating behaviors that should be in the behavior and I'll want in other projects (angle of collision point for example), thats just an obvious reason to bail developing in construct and once again moving to other engines/frameworks.

  • People were using the official plugs as templates and releasing their version.

    Other people were downloading those plugs and expecting official support when they broke.

    Another thing that became an issue is the use of undocumented non sdk features.

    It still is, don't do that.

    So yes designing your own plugs is a bit convoluted, especially since behaviors that work with other behaviors... cough solid, are basically black boxes.

    Historically, plugs have always been an issue because of the things mentioned, and because third parties don't tend to offer maintenance for a long time.

    Its a hidden problem of codeless development.

    That being said, there is a code option, for the sdk, and a scripting api for the editor. That might be a better solution for you.

    I say this, but you've been a member since 2013, so some of it should be old news.

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  • So yes designing your own plugs is a bit convoluted, especially since behaviors that work with other behaviors... cough solid, are basically black boxes.

    Still so salty about that. Consequently had to make my own collision system in c2 to handle the things that Ashley just doesn't see the need for. At the time that included collision point angle and raycasting and collision filtering. And still I see warnings about how "efficient" and "complex" the platforming behavior or collision engine is and how you really shouldn't create your own because it won't be as good... >.>

    Making games in construct is pretty nice... but coding in construct sucks compared to other frameworks. If the solution in construct is to code almost everything you need, the reasons for using construct quickly go out the window.

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