Chadori's Forum Posts

  • Clock

    The Game Master Collection's new plugin, that enables date & time features on Construct. It also enables Online-Offline Session Monitoring and Custom Session Monitoring, this is useful for game date-time tracking rewards, quests, and anti-cheat features.

    Properties

    Conditions

    Actions

    Expressions

    Sample Project Implementation

    There are lots of sample projects too, it will be available with the new GFX plugin on Release 7.0.

  • Oh okay, found it. Reddog referenced me the GetMainRunningLayout(). I hope the doc had it specified though, on the Model-Layout Class.

  • How do you get the Layout Class? It returns me a type error that it's not a function, every time.

    I've tried these:

    this.GetRuntime().GetName();
    
    // &
    
    this.GetName();
    

    Output :

    I've called this on Tick() since I don't know if it would make sense on the constructor. Although tbh, the documentation is very vague, it might actually save us more time if we just use the private references.

    If it's not recommended, I hope a better documentation was provided.

    Tagged:

  • It already supports c3runtime for some time now.

  • haypers This is an old thread and the Construct Team doesn't really like us replying on old topics unless it's really related to the OP.

    Anyway, regarding your question. Yes, setting them off-screen or invisible does improve performance and the canvas doesn't draw them, an exception is by setting the opacity to 0, which still draws on the canvas and does consume resources.

    Create / Destroy actually uses up more performance compared to re-using instances. But fortunately, the c2runtime especially the c3runtime supposedly has a pooling system which reuses instances, that's why bullet-hell games don't have a huge performance impact and are optimized, in the basic form.

    A side-tip, disabling events by Groups, on the CPU-side, can give a huge performance improvement. Especially events that are not triggers (green arrow conditions), such as Every Tick condition events.

    Using functions / trigger events when necessary compared to just using toggle every-tick condition events, can be a huge performance improvement too.

    I hope that enlightened you in the subject.

  • Do we have a runtime reference to common methods, like for cmp? Thanks.

    construct.net/en/make-games/manuals/addon-sdk/guide/defining-aces

  • Nope. The Firebase Master Collection doesn't use Cordova features.

    If you used the Mobile Master Collection, some of the addons there require additional permissions. But the Firebase Master Collection doesn't.

    Once I release the native mobile Firebase Master Collection plugins, there would be network permissions, but none of those permissions listed above.

    Also remember, until I release the 2.0 Firebase MC, it's still in-core, Rex's Web Firebase. No Cordova permissions there.

    I hope that cleared it out.

  • This is a very good question, at anytime if the Construct Team wanted, they could already have made official releases for the desktop version.

    I would like to know as well.

  • Announcement

    The future of the Mobile Master Monetization addons.

    There are improvements planned for the monetization addons. These are due to overtime changes and limitations I want to resolve in the future.

    Notably ad-network mediations, ads plugin upgrade replacement, consent dialog and features, multiple banners, ease of use c3runtime refactor, cleanup, mediations, status expressions, new Cordova version support helper ACEs and documentation website integration.

    If you want to know more, check out the links below:

    Mobile Master Ads :

    github.com/ChadoriRebornXD/Construct-Master-Collection/issues/116

    Mobile Master IAP :

    github.com/ChadoriRebornXD/Construct-Master-Collection/issues/119

    That's all for now. Have a nice day!

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  • That's great, good for you. Though, I wouldn't expect too much because as you try to find more features, the harder it is to proceed, due to some limitations.

    But, overall it's still a great game engine.

  • You can use Function Maps or Scripting. Function Maps would take more events than the old way though. And you can't do anything if your next passed function-method has a different arrangement or number of parameters. That's because the new built-in Functions doesn't fully support dynamic methods.

    But Scripting does help you achieve it easier through: callFunction(name, ...params).

    Reference: construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/iruntime

    Going back to dynamic methods. When the new Functions (built-in) released, it introduced new redundancies and limitations. You can check out the thread here:

    construct.net/en/forum/construct-3/general-discussion-7/construct-functions-145977

  • Clock Plugin

    The Construct Plugin to implement date and clock based features to games.

    Features

    1. Date, Time, Clock features. All Locale, UTC and Unix TS.
    2. Session Monitoring.
    3. Last Active, online or offline.
    4. Automated LocalStorage stamping. No worries of manually doing things.
    5. Custom Session Monitoring.
    6. Datetime conversion tools.
    7. PlayFab Server Support.
    8. Dedicated Local Storage instance. (Hidden)

    Usage

    1. Offline and Online Session Tracking.
    2. Automated DateTime management.
    3. Last Active, online or offline.
    4. DateTime conversions.
    5. Custom Task Datetime tracking.
    6. Anti-cheat datetime reward system.
    7. Anti-cheat online game datetime management.

    These are the basic usage.

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  • They did add that feature, it's called CSS.

    It's a form-control not a Sprite, you can edit it as you please.

    (This duplication is a website error.)

  • They did add that feature, it's called CSS.

    It's a form-control not a Sprite, you can edit it as you please.