FreshDopeGames's Forum Posts

  • Thank you for that thorough explanation! I can definitely work with this. It's not an ideal solution, but hopefully anything that comes out of challenges with a software can be used to help the software evolve! Maybe they'll fix this in the NEAR future to be easier to manipulate??? Would you say that, if they did have the 'sort by x' feature (and that filter function as well) that it would be the right solution for this challenge? Or do you feel that your solution is easy to set up from scratch every time?

  • Thought it'd be a good suggestion to have an action in Arrays to where sorting can be done by column of the array. So instead of just sorting the whole array by either axis, you'd be sorting by, say, column 3 (x = 2), so that if you have a database of items, you could choose which column you wanted to sort by for inventory purposes.

    Tagged:

  • I thought this subforum was the "How do I?" section. I'm asking how to do these things. I wanted to explain what I'm trying to do, with the pretense of, "how do I do this?"

    How do I best replace TaffyDB as a reliable C2 database plugin? How best to set up inventories that can borrow data from each other? How to create arrays that I can use to make scrollable lists in C3?

  • Hey folks,

    I'm trying to create several item databases for my game, all of which I want to be able to display as separate scrollable lists on different Layouts:

    1. Inventory A - Items that are dynamically-generated from an Array of 'characters with attributes' that is populated by a JSON File in my project folder, in combination with some randomization of properties of each item
    2. Inventory B - Items generated as a result of a mini-game but the player can modify the names of before finalizing
    3. Inventory C - A 'currently equipped Inventory B items' bucket that can be viewed separately from Inventory A
    4. Inventory C - Items that are crafted from combining items in Inventory B
    5. Inventory E - Items that have been purchased from Inventory A, and deleted from Inventory D upon purchase

    Now, I think that Inventory A is actually the first one that I have to build, since it's pulling its data from a static JSON source. Then I would have to do Inventory B, and so on. Imagine this is the first three sheets of the Array:

    Sheet 1:

    Boom Stick 3 Shotgun 450 George

    Sheet 2:

    Pew Laser 10 Rifle 1000 Sarah

    Sheet 3:

    Ratatat 8 Machine Gun 850 Bilbo

    And each of these sheets would be a scrollable list item somewhere on a Layout (I 'think' I know how to make a scrollable list, just downloaded an example CAPX that has everything I need, but might need to know how to instantiate each list item from these Array sheets).

    I wanted to ask specifically instead of combing through a bunch of 'kinda the answer' posts that aren't easy to fit together. I can't finish my game without these scrollable lists, and they need to have solid data delivery systems so I figured Arrays would be the best way. For what it's worth, I had this figured out in C2 by just using rexrainbow's TaffyDB C2 plugin and For loops, but that plugin is not available for C3.

    Any help is appreciated!!!

    Thanks!

  • Thanks for clarifying. I was at least able to get my game back up and running in v163 (for now).

  • Is it actually impossible to make beta releases backwards compatible with stable builds? I just want to know if there's a way to add all of the new features and bug fixes in such a way that we don't lock our games in beta versions that a third-party plugin(s) can break on install.

    Maybe just disabling our events/actions that were only possible in later versions (wouldn't that just be a state-change for that particular event/action block)? That way we can just make note of what's been disabled and work back around it in stable without the plugins (that we added to the beta build) that broke our save.

    I'm sincerely asking if this is reasonable, because I'm not a software engineer (yet) and I have no clue what to do with my game save until somebody helps me fix whatever I broke by installing a set of plugins (Construct Master Collection for $100) and then promptly having to uninstall them one-by-one when my game save broke. Still can't get the save to load even after uninstalling them.

    Tagged:

  • BUMP.

    This should definitely be addressed soon. Ashley

  • I'll take a look at the link, but I started building my game in 2015 and didn't get the construct 3 license until I had already published my game to Google Play, heavily using TaffyDB, LiteTween, and some other plugins that didn't migrate over. I have been, I guess, essentially afraid to do the migration this whole tim because of that extra layer of complexity.

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  • I started using Construct 2 when Intel XDK was a viable build service. Then, when that was shut down, I started to use Cocoon.io, until that also went by the wayside. I'm not really good at this particular portion of game development, so when I tried to use the Phonegap web service, I noticed there are some missing plugin integration steps that are vital to my game's functionality.

    I have no idea what to do now, and my players in the Google Play store are complaining about crashes that I can't track down, and I don't want to keep putting builds out that have the same issues because I'm using the same incomplete web services (Phonegap)... But I also don't know much about software engineering, so can anybody come through in the clutch for me with some amazing knowledge so I can just focus on DESIGNING A GAME?!

    Thanks!

  • THanks Kyriakos - I will send your website to my friend so he can choose to reach out in his own time.

  • It's definitely a weird Subject line, but bear with me:

    A friend of mine asked me to help him turn his 8-page children's book into a mobile app. I did, but I don't have any more free time to dedicate to the publishing process involved with adding an app to the Apple or Google Play stores.

    I'm looking for the next steps to hand this off to someone else, but I'm not sure where to start considering Construct 3 (which I built this project in) isn't a well-known game dev engine on sites like Upwork, Fiverr, and Freelancer.

    Help?

  • I would love to know as well, it seems to infinitely load. I can't wait all day, ya know...

  • rexrainbow

    It seems your 'Update query rows' function isn't updating the queried row. The last value, according to your logic, should be 50, but it's still 70. At least, that's on the latest Construct 2 build. Can you please investigate?

    I do the following events in my own project, trying to update a key value of one row that is identical to another row in a different DB:

    Filter- 1. Create a new row filter

    Filter- 2. key "A" value is equal to [DB2 'Index2QueriedRowContent', key "A" value]

    Filter- 2. key "B" value is equal to 1

    ...and actions:

    Update value "B" to 0 in all queried rows

    ...and value B in the DB does not update. In fact, there doesn't seem to be any value that I can update in my first DB, using the identical data from a different DB to filter for it.

  • Since this thread isn't locked, I'll update anybody looking for answers to this in the same vein as I was:

    - cranberrygame 's Navigation Bar plugin helps a ton with the bottom OS navigation: https://github.com/cranberrygame/cordov ... igationbar

    - Cordova's Status Bar plugin helps with the status bar: https://github.com/apache/cordova-plugin-statusbar

    I was able to use both of these and call them from the index.html file with the following commands to get it all figured out:

    			var autoHideNavigationBar = true;
    			window.navigationbar.setUp(autoHideNavigationBar);
    			
    			console.log(StatusBar);
    			StatusBar.hide();[/code:2yxv1d2a]
    

    Sorry - I'm realizing that the problem I had was more about the Status Bar and the OS Navigation (for Android), not the iOS screen shrinking when you open the text input. Still though, these things go hand-in-hand.

  • Since this thread isn't locked, I'll update anybody looking for answers to this in the same vein as I was:

    I was able to use both of these and call them from the index.html file with the following commands to get it all figured out:

    			var autoHideNavigationBar = true;
    			window.navigationbar.setUp(autoHideNavigationBar);
    			
    			console.log(StatusBar);
    			StatusBar.hide();[/code:1p37w85w]