Mikal's Forum Posts

  • Nepeo

    Thanks for the information and ideas of mixing dictionary and JSON. As you say for speed of dev purposes, I tend to push to JSON instead of globals, dicts and arrays. It's good to see where it's used in terms of perf impact. I will have to make some pref test projects to compare the speed of access (like full path access to an array buried a few keys deep vs just accessing an array object.) Does setting the current path for JSON plugin help speed this up some, or is that just a shorthand that helps speed up dev?

  • Not sure how this dev is doing it, but here are some ways to get a C3 game ported to Switch (based on a contract with the porting studio, e.g. paid service.)

    mp2.dk/chowdren

    seaven-studio.com

  • Lots of fun, it can be quite a battle when you folks with similar skill. Great concept and haven't hit any real network lag issues, etc.

  • So fun, nice style. Good luck with the early release!

  • Nice example.

    One slight variation I am using is replacing the Dictionary object with a JSON object, which I have found to be more versatile for structured data (objects within objects, arrays, etc.)

    An example with a JSON object named PlayerData, change the save and load actions, then use JSON plugin expressions and actions to access the data in the JSON object.

    Load:

    -> PlayerData: Parse JSON string LocalStorage.ItemValue

    Save:

    -> LocalStorage: Set item "PlayerData" to PlayerData.ToCompactString

  • lucid - yes thanks - I figured that out too (using dev console to explore the available functions.)

  • lucid thanks for the note on AssetManager SDK, was waiting for the fix before I moved my project over which has also uses that API. Also thanks for all the work on the plugin from an active C3 / Spriter user.

  • Thanks for this, it is nice to have a good class example. I hope that we start building on these and have a repo somewhere to easily share them, as we do for C3 addons.

  • Thanks for this, nice clean example. With later versions of C3 we can also use the new 'Wait for previous actions to complete' action and put it all in one block with a few 'Wait..' actions after the snapshot and screenshot async actions.

  • Thanks for the C2 effects import feature, it works well.

    After import, typically I have to do a couple changes to the effect shader code to make it compatible with C3 uniforms and sometimes C3 sprite sheeting, but it's not too difficult.

    Here are some notes on C2 effect porting, based on some of my recent experience:

    construct.net/en/forum/construct-3/plugin-sdk-10/dropshadow-effect-ported-c3-142753

  • Ask, and ye shall receive.

    It is a tool people have found useful, so I've stickied the IDE thread :)

    ThanksLaura_D!

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  • You will love this tool...

    construct.net/en/forum/construct-3/plugin-sdk-10/c3ide-construct-plugin-ide-141201

    It will also load existing plugins for you to start with (and comes with some templates.) It includes a webserver built in for developer mode. It creates .c3addon for release. It makes everything so much better when creating a plugin. It even creates templates for doing c2 conversions (you usually need to do more JS work to complete the conversion, due to SDK changes for c3 runtime.)

    I wish that Nepeo or other mods would sticky the c3IDE thread in this forum, it's so useful for plugin development.

  • Ah, learning slowly but surely, this works in preview:

    async function go() {
    	var projUrl = ''
    	projUrl = await c3_runtimeInterface._GetLocalRuntime()._assetManager.LoadProjectFileUrl('j.json')
    	var loadedJson = {}
    	loadedJson = await	c3_runtimeInterface._GetLocalRuntime()._assetManager.FetchJson(projUrl)
    console.log(loadedJson)
    }
    go()
    
  • Ashley

    I'm trying to use the AssetManager, but I still get a CORS error during preview.

    Did I read your below message incorrectly? Does fetching not work at all during preview and AssetManager does not help for fetching during preview?

    I have this in my events (and j.json project file in the project.)

    + System: On start of layout
    -> Run JavaScript: var loadedJson = c3_runtimeInterface._GetLocalRuntime()._assetManager.FetchJson("j.son")
    console.log(loadedJson)
    

    The above fails with a CORS error during preview.

    Thanks for the help.