Chadori's Forum Posts

  • Plugin SpriteFont+ (SpriteFontPlus) by Chris Kent, please!

    You don't need that, the Construct 3 SpriteFont official plugin is a duplicate of the SpriteFont+ plugin.

    If you already have a Construct 2 Project that has SpriteFont+ and can't be converted into Construct 3 for that reason, you can replace the id SpriteFontPlus into Spritefont2 from the #ProjectName.caproj XML file. Then that should solve it.

    Although, backup before trying anything. To make sure you don't lose anything in a case you make mistakes and need to start all over.

  • Is it possible to port the plugin to construct 3 runtime?

    Yes. But it seems he hasn't been online for a while to work on it or at least know about it.

    If you want. You can try and contact Photon Engine, the company itself. It may hasten the support.

  • savvito123

    Hi there,,, Is this working with cocoon.io?

    Yes.

  • WackyToaster

    About the "lacking SDK features" and plugins that "can´t be ported"... what exactly is lacking and what plugins can´t be ported? I´ve never dabbled around in the SDK until recently so I dunno, I´ve heard that argument a couple of times but never with any specifics. Also... did Ashley say that he won´t implement these lacking features because reasons?

    Well, this started with Construct 2.

    Back then, before Construct 3, developers were in need of features that unfortunately didn't convince Scirra to develop. Fortunately, the Construct 2 Engine's runtime is open and available to be reviewed, including the addons.

    These forced them to lurk deep into the runtime and look for some useful ways into achieving their goals. These aren't unusual though, since Scirra themselves recommended to look at the engine to learn how to achieve features not included in the SDK. Although not that deep as manipulating or reading the engine's core. It was actually supposed to be more focused on conventional addon development.

    But there were times when developers got desperate when their feature requests got declined repeatedly, even though they were confident that those are essential features. Those resulted in trying to use deep engine code to achieve their features. Hence, addons like the Preloader Plugin by was made.

    The Preloader Plugin are one of essential the addons I know that have the same cause and effect.

    Also, this is one of the plugins that can't be ported to the C3Runtime completely. Although, as I've reviewed the SDK, I think it is quite possible to simulate but not as complete as the C2 version. So, an official addon is a better choice, especially when done officially, it can then be more compatible with the engine.

    The point is that, there are plugins including the one I mentioned that can't be ported to the C3Runtime for these similar or exact reasons like using undocumented methods/codes.

    That's how I understand it.

  • NoSoul8

    You did a really good job with that post. Hats off :)

    Thanks! :D

  • glerikud

    The Excellent things about the Current Construct 3.

    It went better than what I've expected from Construct 3 on its release. Initially Construct 3 was an impractical option until these features came:

    1. Batched Spritesheet.
    2. Better Performance with large projects. Which, Construct 2 has problems with.
    3. Reference :: https://bit.ly/2MioPIu
    4. C3 Runtime.
    5. Faster Preview Time for large projects.
    6. Faster Loading Time for large projects.
    7. Better Support for bug reports.
    8. Cloud Build Service.

    The initial state of Construct 3.

    Although before those features, a lot of problems were present, and most of them were crashes. It was only at the start of 2018, it went practically smooth to use. But that is to be understood from a newly made program. But when Construct 3 was too early, a lot of in-editor bugs were hard to handle. Like,

    1. Very frequent unpredictable crashes.
    2. Buttons not working / delayed. Takes a few minutes to seconds before it worked.
    3. Things just go bizarre.
    4. And LMAO... More crashes.

    Not to mention that the initial Construct 3, used the same runtime as Construct 2. It was called the C2Runtime and also the initial C3Runtime was far slower than the C2runtime.

    The current state of Construct 3.

    Now, Construct 3 is more practical to use compared to Construct 2, unless you want more control and extend the engine features by using the hidden or undocumented runtime methods.

    And also, a lot of addons were already ported to Construct 3, using c2runtime.

    Although, there is a another new thing that is in-demand of porting, from the time of this writing. Those are supporting the C3Runtime. Which was then just quite recently proven to be more efficient and better in performance compared to the C2runtime.

    This is a very great news for Mobile Game Developers as it lengthens the time before the Mobile Phone heats up, decreases CPU usage and increases performance.

    The issues with the current Construct 3.

    With that all said, a lot of problems are still present by using Construct 3.

    Some of those are ::

    1. A lot of Construct 2 Essential Plugins can't be ported to the C3runtime. Because of the lacking SDK features.
    2. A lot of Construct 3 plugins still doesn't support the C3Runtime. Either not yet, or can't.
    3. The Editor still has some bugs still left unreported. Either missed or hard to report. I've encountered lots of hard to report bugs, which is best left unreported and focus on the others.
    4. Construct 3 still doesn't have a Preloader Feature unlike Construct 2. In which case, an official one.
    5. Construct 3 has a good remote preview. But projects with larger assets, sometimes don't load or at least not properly.
    6. The Construct 3 runtime is still at its early stages and most likely have some significant bugs and issues.

    Construct 3's overtime progress.

    But still, considering, Construct 3 is doing very well. And maybe in time, these problems will be solved.

    As bugs are reported. :: github.com/Scirra/Construct-bugs/issues

    As new features that are in-development will be finally made after a few months or years. :: construct3.ideas.aha.io

    As new suggestions will be accepted. :: construct3.ideas.aha.io

    Even though with the improvements, it would still be very great if Ashley and the were to find a way to hasten things up more.

    Welcome back! And I hope that shed some light.

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  • JLH1964

    Ashley, I'd recommend diverting your resources to fix issues such as GDPR as soon as possible. A new runtime and timeline should not take precedence over core functionality. Many of us have been blocked for months due to GDPR issues, and the GDPR issue being "worked on" could take months more.

    Actually. Core functionalities are the C3Runtime and Timeline features. Just so you know.

    Though I'm not against your idea as I'm focused on mobile development myself.

    But priority is and must always be at the core.

    And GDPR is only a platform-specific feature.

    Getting it worked-on is already enough. Many core features aren't even as prioritized as the GDPR feature/issue.

  • I did not know. Thank You. I thought that red flag was a sign that the method was removed.

    As matter of fact, a few of us don't know.

    We even went to the trouble of using the JS plugin and make the .onCreate of any JQuery dependent addon into an action.

  • Construct Plugin for including JQuery support to a project and plugins/addons included.

    Useful plugin to include JQuery to a Construct Project.

    Features List ::

    1. Support Construct 3 addons that have JQuery dependencies.
    2. Support JQuery in any Construct 3 Project.

    Benefits ::

    1. Useful for porting Construct 2 addons that have dependency on JQuery, to Construct 3 without needing to re-write the addon.
    2. This supports both the C3Runtime and C2Runtime on the Construct 3 Editor.

    Instructions ::

    1. Insert Object on a Construct 3 Project.
    2. As simple as that. JQuery is now supported on the entire Construct 3 Project, including the addons in it.

    Download Link :: construct.net/en/make-games/addons/162/jquery-plugin

  • Once you join the Construct Community, then it wouldn't be a problem anymore.

    But just in case. I can Direct Message you, but, you still haven't given your username there.

  • Hey Chadori!

    I saw you going around accepting some of the paid request for C3 SDK.

    That makes me wonder how much would it cost if I could ask you to make a basic Flurry analytics plugin that would work with the C3 build service.

    Construct admins whitelisted GameAnalytics after I contacted them but GameAnalytics still needs to update their plugin to work.

    I then contacted them but there's no decision coming from GameAnalytics even after almost 3 weeks.

    And it doesn't seem to me Construct wants to support an Analytic plugin officially anytime soon.

    Thanks,

    asdzxc

    Hey. You can contact me on the Construct Community :: Discord for these types of matter.

    It is faster there, since we can message about this on real-time.

    -I am one of the member : 'ChadoriXD'

    -Invite Link : discord.com/invite/G3N57fG

    See you there.

  • I'm guessing you are using Cocoon.IO to build.

    This is a Cocoon.IO issue. Although there is a workaround by:

    1. Set the Target API to any number from the drop-down.
    2. On the config.xml. Replace the Target API value to 26.
    3. Then, you are ready to go.

    Although, that is only a workaround. Cocoon.IO is still very outdated, that is merely a trick into making your .APK look like the latest. I recommend using Phonegap, C3 Build Service or Cordova CLI to build using the latest API for a more efficient .APK with a significantly lighter size.

    Config.XML , the one to change:

    Reference :: forums.cocoon.io/t/api-level-26-obligatory-from-august/7563

    Look at the forum post, for more info.

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  • You can find out all that you need to know for Construct 3 here:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/bullet

    Try using the latest version of Construct 3. Otherwise, you might want to clear the browser cache or something.

    Or at least use the Desktop Build instead if you don't want to clear your browser cache.

    construct.net/en/forum/construct-3/general-discussion-7/construct-3-desktop-build-beta-131317

    And No, Bullet Step isn't supported on Construct 2.

    But of course, you can ask someone to write you a modified version of the Bullet Behavior to support it.

    I hope that answers your questions.

  • NetOne

    loader layouts are not useful for android apps it seems

    It is very useful for large projects and especially apps with assets that are more than a single spritesheet or those apps with custom initializations.

    > this should answer all your questions.

    >

    > construct.net/en

    >

    > loader layouts are not useful for android apps it seems

    > you can put a custom picture on the progress bar though.

    > and once loaded you can have all the fancy splashes that you want.

    Why would i want a splash after the game is loaded, i was asking about the "Splash" example : Cocoon splash! that is shown just when the game is launched, i dont know why everyone is confusing it with loader layout i am being very clear about the splash at the launch of the game... i want to animate that!

    Because you clearly don't know yet what you are talking about. He clearly was trying to explain to you the solution without telling you that you didn't make any sense! That's how most of us do it here. If you don't want the usual way, I'll be happy to be frank to you.

    The Custom Loader Layout, is a layout that is specially designed to make Splash Screens that are animated, single image, transitioned or etc. To have a presentable loading screen on initial application startup while the game is still loading the assets and developer's custom preload.

    This is what you are looking for. The Custom Loader Layout.

    Although if you want to animate a native SplashScreen instead, by overriding Construct 2 / Construct 3's Custom Loader Layout, a.k.a SplashScreen, and a.k.a Animated SplashScreen.

    You will need the Cordova plugin cordova-plugin-splashscreen, which I guess you don't fully know yet since you are asking this question, and someone who would know would already realize this in the first place.

    But this one (Native Splashscreen), can't be animated as Cocoon's SplashScreen can't be animated.

    The reason is that, Animated SplashScreens need to know what they have to do. Hence, they need to load the script.

    This cordova plugin cordova-plugin-animated-splashscreen, does the same thing as what Construct does with custom loader layouts.

    Using the script from the c2runtime defined by the data.js, only that Construct loads it all at the same time.

    You don't need to look for another when you already have one, built-in the runtime. And the script loading time is merely a single tick.

    I hope that clarifies things. Good luck and have a nice day!