Mikal's Forum Posts

  • Nicias I just checked and it has the c3runtime files with what looks like reasonable code, if you are still having problems, contact eren (the author.)

    github.com/erenertugrul/construct-plugins/tree/master/ported_plugins/behaviors/rex_moveto

  • Headbang Games - I know this is a bit old, but just to mention, yes the current solutions for Steamworks integration rely on Greenworks. So that limits the updates to the api, however, for the *.node files, we started doing local compiles against newer versions of Electron (e.g 4.1) and now Armaldio has done some CI compiles and is providing prebuilt libraries for 4.1. The process is now also more automatic. I also created an extended Greenworks plugin that works with this - that has more features. The electron flow is under development, but Armaldio is making quick work of it and it's getting very mature, making the process more and more smooth.

    Addon:

    construct.net/en/make-games/addons/244/greengrinds

  • Nicias - that is the point of the link on top, go to the link and search for 'moveto', you will find the treasure you seek.

  • Firelock - great idea for mobile UI. The style reminds me a little of Duck Game, which is a good thing, made me laugh a little just on seeing the duck with a gun.

  • Haha, OK, you get $1 - just for that funny s-post itch page.

  • Great podcast, the first one with Mike Parent (Spriter) was particularly good, wide-ranging discussion, getting a start in the industry, pixel art tips (watch out for Pixel Confetti), his work with Construct and perseverance (he sold how few copies of the proto Spriter, wow.) Also nice production values (which I am sure your day job is a big help in.)

  • If you talking about C3, you can use the JSON spacing data prop for SpriteFont, I think the format changed between C2 and C3.

    Example (for a different font, just showing the format):

    [[6,"|"],[8,".,:!'"],[9,";"],[10,"il-`°"],[11,"j\\"],[12,"I5\"()"],[13,"rstz13?[]*"],[14,"Jcf"],[15,"aegx2478~/$"],[16,"Sbkopy069#"],[17,"dhnquv_£"],[18,"BEFLP"],[19,"<>"],[20,"Z+="],[21,"CGKTXY"],[22,"DRm€"],[23,"HOUw%"],[24,"N&@"],[25,"AQV"],[29,"MW"]]
    

    Lumicreative.com I DM'd you the working C3 runtime project.

  • Lumicreative.com - is this with the sample dialogue system project or is it with your own project? If Magistross agrees, I could send you my version via DM in Discord.

  • Yes, it does sounds like a bug, unfortunately, I cannot recreate a simple test case that has the same problem. Those four variables are only set on initialization during the local var declaration, is that right? (I don't see them set anywhere else using the C3 search function.)

  • Lumicreative.com - This is what fixed my case, using the example utility project, I had to change the top four variables in the dialogue event sheet to static, constant, otherwise they were all 0 and that messed up the location of the SpriteFont object (amongst many other things.)

    Thinking about it - it looks like local variable behavior under groups has changed between C3 runtime and C2 runtime. The new C3 runtime behavior may only init once and then if not static it returns to 0?

  • MGGD I don't think I mentioned cors in my post, are you looking at one of the links?

  • Other C2/C3 port authors, please post other tips or help me correct the below. , Eren macube, skymen

    C2C3 Addon Conversion

    Convert from C2 files to get C3 templates and file structure

    • Use the C2C3 converter to get aces.json, etc. lang files c3 runtime stubs (c2c3converter.exe -c3stubs ./In ./Out) For exact usage and details see: c2c3converter

    Convert ACE functions

    • Individually cut ACE functions from c2 runtime.js paste them to the stubs in the actions.js, conditions.js, expressions.js functions.
    • For expressions change the return values through the normal JS return function for C3 rather than ret object passed in c2 as a parameter to the expression function.
    • Change any c2 SDK functions used in the ACE functions to their C3 SDK counterparts, or change functionality to adapt to differences in the SDKs.
    • Look at the 'addon specific' code in the C2 runtime.js that is not in the ACE functions, including addon specific addon variables (made be defined at this.<addonvarable> 'scope',
    • Copy the addon specific code to the c3runtime/instance.js into the proper scope for the functions or variables.
    • I have put some functions into the instances constructor, but it depends on what functions call this code and the scope needed. I have had to change it around in the past (put some internal, some external, some with this.<blah> depending on the scope and what functions are calling what.)

    Testing and debugging

    • Use a local server (I used nodemon) and C3 developer mode to load addons and debug
    • In developer mode you do not have to pkg files up each time you change
    • Edit the files to fix bugs and reload the local server to refresh the addon, reload the C3 editor and project. for each addon change.

    Read and understand: C3 SDK Manual

  • The art one was fun, the shaking pictures threw me off a little, which was good too, the randomization of order and location made it good for a few replays too.

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