Mikal's Forum Posts

  • Sam Dimanche

    FYI - I created another Greenworks plugin, a 3rd party addon, described below:

    A few comments on my Greenworks plugin (Greengrinds.) It's free, it's an extension of the official C3 plugin. It works with nw.js and Electron (using Armaldio's Electron For Construct.)

    I added ACEs for the following Greenworks APIs: Cloud File, more Achievements, Stats, and DLC. It's also C3 only.

    I've tested it up to Electron 8.0.0 (Chrome 80.0.3987.86) with the prebuilds described in this thread.

    It does not yet have other extensions like matchmaking, etc.

  • Sam Dimanche

    FYI - I created another Greenworks plugin, a 3rd party addon, described below:

    A few comments on my Greenworks plugin (Greengrinds.) It's free, it's an extension of the official C3 plugin. It works with nw.js and Electron (using Armaldio's Electron For Construct.)

    I added ACEs for the following Greenworks APIs: Cloud File, more Achievements, Stats, and DLC. It's also C3 only.

    I've tested it up to Electron 8.0.0 (Chrome 80.0.3987.86) with the prebuilds described in this thread.

    It does not yet have other extensions like matchmaking, etc.

  • Thank you, great resource and work!

  • Just made this the other day to test before integrating into a new C3 project: Easystar & C3 built in MoveTo example.

    EasyStarMoveTo.c3p

    Thanks to Magistross (and Eren for porting) again for this plugin, so useful.

  • Do you have to use that JSON structure in your first post? If I was doing that and was focused on using a particular key as an index, I would put that key as a top-level identifier for easy access.

    E.g.:

    "Jorgen" : 
     {
     "characterId": "3z3z4a-5364-473c-97b1-gf63kl06",
     "isConfirmed": false,
     "name": "Jorgen",
     "class": "Hunter",
     "role": "RangedDamage",
     "talents": "MM",
     "race": "Troll",
     "guild": "Bla Bla",
     "level": 24,
     "isMain": false,
     "confirmedAt": "2020-01-26T23:31:33.32299Z",
     "confirmedBy": "Jeff",
     "registeredAt": "2020-01-26T23:30:59.5301Z",
     "unregisteredAt": "2020-01-27T15:58:20.61561Z"
     },
    
    

    If that doesn't work (e.g. you want to use multiple keys), I think I would add a C3 function like FindIndex(jsonUID, path,key,matchValue) which references a JSON object, goes to a path loops through the objects at that level, checks if the object has the key, if it does, check if that keys value matches the matchValue, if it does return the index of the object.

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  • See: construct.net/en/make-games/manuals/construct-3/plugin-reference/json

    Look at the section 'Arrays'.

    Here's how you address arrays:

    Like most of Construct JSON arrays use zero-based indices, so the path array.0 refers to the first element (123) and array.1 refers to the second element (456), and so on.

    Does that help?

  • Congrats on the release!

  • In the C3 editor SDK, is there a method available to get references to other objects/instances in the layout? For example, I want one object to 'link' to other nearby objects/instances, so that when I change that object, I can also have the nearby instances change (e.g. modify aspects of their world info) I want it to also be reflected in the editor when I change the one object in the editor, not just at runtime.

    Just a list of objects/instances in a layout would work well too.

    Thanks!

  • You have to create your own move along path with events.

    See the tilemap easystar example projects for how to do this (you also need the old Rex MoveTo plugin.)

    However, now that C3 has a native MoveTo plugin, I would suggest trying using that (you can load it up with the nodes to MoveTo and start it using Add Node mode) Check out the example project link in the manual. You can get the nodes and how many there are from the Easystar expressions after pathfinding is complete.

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

    (Don't use the MoveTo Pathfinding action, it's just for the C3 native pathfinding)

  • Bertconstanty Ah, I see it, you integrated it in well. I also really like your world-building - unique theme and the core game loop w/ split screen looks nice! Good luck with it.

  • If this is what I think it is, some recent fixes to the Cordova CLI IOS have fixed this.

    github.com/apache/cordova-ios/issues/661

    cordova.apache.org/announcements/2019/11/25/cordova-ios-release-5.1.0.html

    However, some plugins may still use deprecated APIs, so you might need to also look at those.

  • Thanks, I hope it's useful for you!

  • Inspired by YahelDooley's idea on Discord, I created a simple template for circular platforms for 8 dir movement. MathIsFun!

    CircularPlatforms.c3p

  • HaydenF

    This is exactly the type of problem that fires me up to grind out a solution. Sometimes it ends in pain and no solution, other times you go through the weeds, a few google searches, debugging and find an answer!

    BabylonTemplateLocal.c3p

    So a couple of things:

    I used the C3 SDK to get the project file URL in preview mode (e.g. the blob based name), since this blob URL no longer has the *.glb file extension, I changed babylon.js to default to .glb instead of .babylon. So, for this to work in preview, you need to use .glb files for your models.

    The C3 project file URL SDK also works for web (and mobile), so on export, it also works to get files 'locally' (and is actually easier since the file extension is preserved on the web export.)

    I moved the Babylon scripts to be local (because I had to modify one of them.)

    Good luck with your 3D animations and C3, I hope to see an example of them integrated with C3 someday.