Colludium's Forum Posts

  • The plugin SDK advises developers to look at native plugins for examples of how to work with the runtime. That was an old policy... and now the plugins in c3 are obfuscated so there is no way to do this. With a new runtime around the corner I am not sure how sensible it would be for a developer to contract into supporting a plugin in the blind like that.

  • Update v2.0 submitted to the store for approval.

    Bugfix: no longer registers as next-to-wall if next to a jump-through or fall-through object.

  • Updated to v2.02

    Bugfix: changes to a tilemap were applied incorrectly.

  • Excellent 😁

  • Laurent - you're selecting play with the export format set to Twison. That's the method that you use to obtain the JSON export from Twine, but if you want to run through it in your browser then you need to select the export format inside the Instructions story.

    Here's how to do it. With Instructions open as the active story, select "Instructions" popup by the home button (bottom left - the popup name is the same as the project story name) then select "Change Story Format" and select something that is not Twison (I recommend "Harlowe"). Et voila! I hope. Let me know if that works - but the text you pasted above is the Twison export, so I am sure that these steps will help.

  • Laurent - if I understand correctly, if you want to play it in Twine then you have to use a different export format to play it (ie not Twison).

  • Laurent - thanks! I'm not sure what could be wrong with the Instructions.html - the "Import from file" should do the trick - it works on all of my browsers (I tested using the on-line version and not the download version).

  • repkino - that's excellent! I look forward to seeing what else you can do with it!!

  • I was hoping to avoid digging into csv

    A small example of adding a couple of parameters might make the task easier

    First impression - it works! This is the system I dreamed about )

    Hurrah!! I did include an example but it was probably buried too deeply into the Twine Instructions project to be obvious. I'll adjust at a future update. To declare a function with some params, just add something like the following after the passage dialogue:

    @MyFunction,param0,param1,param2,param3,etc

    In the expressions, you can obtain these by looping through the functions in the passage (unlimited number of function calls) or you can load them all into an array AsJSON (loaded along x axis with y=0 giving function name "MyFunction", y=1 giving csv of all params "param0,param1,param2,param3,etc").

  • Twine plugin is now available in the store here!!

  • Twine — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/twine-4221

    <p>Import Twine stories into your game and easily manage your journey by using events. This plugin not only provides access to the link data in your story, it also allow you to use plugin-specific syntax to add function calls, object references and to declare variable and their values. </p><p>If you are concerned people could access the dialogue in your stories and you want them to be encrypted then this plugin contains a built-in XOR encryption algorithm to do just that. If you want then you can ensure that your stories are encrypted and will remain encrypted until you call to expose the text via expressions.</p><p>I made this plugin for my own game and it meets all of my needs - I hope it will meet yours as well! </p><p>If you need a way to manage a complex dialogue and you like the Twine environment then this plugin should be of a great help.</p>

    Use this topic to leave comments, ask questions and talk about Twine

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  • Just worth noting that the SDK templates includes this gem:

    // ... see other behaviors for example implementations ...[/code:prwhhitk]
    
    :/
  • Hopefully in the next day or two I'm just doing a full set of tests and code-tidying before release.

  • This is an artifact of the way that the Platform behavior pushes out of solids. My Platform2 doesn't have the same methods and does not misbehave like this.

  • That's a lovely endeavor !

    Do you plan to make a C3 version ?

    Thanks - and Yes! I don't think anything in this plugin will conflict with the new runtime.