blackhornet's Forum Posts

  • I don't know anything about Clash Royal, but it sounds like you'd setup the plugin with 30 numbers, then call Next 8 times to assign your initial cards. As cards are played you call Next to get the next card. After 30 cards, stop calling Next.

  • [Moved to OP]

  • Right-click lets you "clone" the object, rather than "copy" the object.

  • WARNING: this is not meant for casual users. Really, only SDK writers should use this as there is no guarantee it is complete, and if you install a plugin that has any kind of syntax error, you have to wipe the Application cache and/or the Browser cache! This means you loose any projects you've saved in local storage!

    Note: the converter can only convert to the C2 runtime. Automated conversion to the C3 runtime is not possible - the engine is considerably different from C2. v1.0.1 has an option to stub for the C3runtime though!

    Usage:

    inputDirectory outputDirectory

    Processes a single plugin and outputs it to output-directory

    inputDirectory outputDirectory "pluginCategory"

    Processes a single plugin and outputs it to output-directory. Sets the plugin category in plugin.js to the specified value. Must be one of the values specified in the SDK manual.

    Flags:

    -masterblaster

    This lets you point the tool to one top level directory and it will process all plugins in that directory. (ie: C2/../plugins) Outputs to the output-directory.

    Ex: -masterblaster inputDirectory outputDirectory

    -noscirra

    Skips Scirra plugins. Good to try third-party plugins in your plugin directory.

    Ex: -noScirra -masterblaster inputDirectory outputDirectory

    -effect

    Converts an effect.

    -c3stub

    This will create fake placeholders (stubs) for C3 so that projects can be opened/switched to the C3runtime.

    Ex: inputDirectory outputDirectory -c3stub

    -skipcommonjstest

    Skips the test for a blank common.js file.

    No code is migrated, only the properties and ACE definitions. Language mappings are all uniquely identified. No extra (.js) files are added.

    Use the Visual Studio editor to check all JSON files. It points out errors before you upload them.

    Examples:

    C2C3AddonConverter.exe -noscirra -masterblaster "C:\Program Files\Construct 2\exporters\html5\plugins" "C:\C3pluginStagingArea\C3conversions"

    C2C3AddonConverter.exe "C:\C3pluginStagingArea\C2originals\bht_smart_random" "C:\C3pluginStagingArea\AutoGen\C3_bht_smart_random" "data-and-storage"

    History:

    Requires: .NET 4.5

    2020-09-13

    *Supports new minify mechanism (as of r206)

    *Removes ( and ) from property IDs.

    *PW: scirra

    https://sslwsh001.securedata.net/blackhornettechnologies.com/SDK/C2C3AddonConverter_1_0_1_3.zip

    2019-03-05

    *Fixed C3 stub class name generation to use ID.

    *PW: scirra

    https://sslwsh001.securedata.net/blackhornettechnologies.com/SDK/C2C3AddonConverter_1_0_1_1.zip

    2019-01-20

    *New flag: -c3stub

    **This will create fake placeholders (stubs) for C3 so that projects can be opened/switched to the C3runtime. The intent is NOT to support the C3runtime, but to allow you to do the switch so you can systematically replace any plugin functionality from the C2 engine to the new C3 replacements: ie: tweening (although someone already did the LiteTween conversion), or Paster, which is unlikely to be converted, but has been replaced by the official Canvas plugin.

    2018-02-04

    *AddCommonAngleACEs was missing.

    *SetIsRotatable was always false.

    *external-css type set for CSS dependencies.

    *plugin-description can now handle commas in the description.

    2017-12-01

    *Further fixes for effect ID.

    2017-11-27

    *Small fix to ensure IDs are unique.

    *add -effect to command line to convert effects - not 100% yet.

    2017-11-25

    *Drawing plugins now supported.

    *It is not possible to migrate any edittime code, so the original author must still do any migration manually. The base methods are included, but only Draw() will have default object drawing code, so the plugin shows something to the user. Other changes may be required to the runtime, due to changes in the C3 drawing mechanism.

    2017-08-12

    *Fixed duplicate variadic placeholder - {...} - bug.

    *Fails if AddFunctionNameParam() detected.

    2017-08-11

    *Added missing variadic placeholder - {...}, if needed.

    2017-08-09

    *Dependencies added.

    2017-06-05

    *Added file-list developer data.

    *Anything with dependencies, common.js code, or unsupported flags will no longer generate any output. This should make it clear that the conversion didn't work.

    2017-05-25

    *Fixed combo-param corruption.

    *Support all 'deprecated' flags.

    *(allow for wrong syntax of ef_none instead of cf_none)

    2017-05-22

    *Fixed bad Expression 'translated-name'.

    *Convert <i> & <b> to new format.

    *Fixed bad property conversion.

    2017-05-20

    *Behaviors added!

    *Now enforces placeholder rules. C3 enforces a 1:1 rule on parameters and placeholders in the DisplayString. I now add any missing ones, and remove any extras. Not ideal, but better than nothing.

    *Now allows deprecated ACEs. Display text is marked as DEPRECATED. Not ideal, but better than nothing.

    *Null Versions are dealt with.

    Still need to deal with code in common.js, and dependencies, but these can be hand edited if needed.

    2017-04-16

    *'Categories' supported.

    *Cleanup - won't create any directory for skipped plugins (-noScirra)

    2017-04-12

    *Single-quotes are valid when encasing double-quotes.

    *'text' properties must have a 'text' initial-value. C2 didn't enforce this.

    *Decode, but warn of dependencies.

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  • The plugin literally uses the name "next" to get the next number.

  • You can have a quick look at these alternate plugins for dealing with the issue:

  • That would be determined by the exact wording of the agreement. "Exclusive" means different things to different people.

  • I've seen numerous games on Google Play with assets from https://kenney.nl/assets. It's really your call.

  • Huzzah! It works. Thanks. Just 10 more plugins, 6 behaviours, and 1 effect to go!

  • Having multiple issues with migrating my plugin. Current issue:

    (I don't have MIME setup for c3addon, just remove .zip)

    http://www.blackhornettechnologies.com/c3bugs/bht_smart_random.c3addon.zip

    Error report information

    Type: unhandled rejection

    Reason: TypeError: expected finite number

    Construct 3 version: r15

    URL: https://editor.construct.net/

    Date: Wed Apr 05 2017 08:52:49 GMT-0700 (Pacific Daylight Time)

    Uptime: 2.5 s

    Platform information

    Browser: Chrome

    Browser version: 57.0.2987.133

    Browser engine: Blink

    Browser architecture: 32-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 6

    User agent: Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2987.133 Safari/537.36

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Vendor: Google Inc.

    Renderer: ANGLE (AMD Radeon HD 6570 Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • I fixed the case issue, now I get this, and there's no more details in the log.

    Error report information

    Type: unhandled rejection

    Reason: TypeError: expected finite number

    Construct 3 version: r15

    URL: https://editor.construct.net/

    Date: Wed Apr 05 2017 08:52:49 GMT-0700 (Pacific Daylight Time)

    Uptime: 2.5 s

    Platform information

    Browser: Chrome

    Browser version: 57.0.2987.133

    Browser engine: Blink

    Browser architecture: 32-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 6

    User agent: Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2987.133 Safari/537.36

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Vendor: Google Inc.

    Renderer: ANGLE (AMD Radeon HD 6570 Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • v3 added for Construct 3 support. See original post!

  • The trick is the delete doesn't complete until you leave the top-level event, so you actually need to flag your deleted objects to eliminate them from the loop.

    http://www.blackhornettechnologies.com/Construct2Stuff/DeleteOnStartup.capx