skymen's Forum Posts

  • dop2000 Basically the only advantage it has is if you only need a stack specifically. But yeah you can do everything with an array as well. It's really just for specific cases where you don't need more than the stack features.

    The same applies to my Queue plugin btw.

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  • Hey,

    This tool is a life savior. It's extremely cool, so thank you!

    I have some suggestions though:

    The tool fails to add ACEs when the ACEs functions in editor.js aren't all ending with a ";".

    I know it's better to have them, but when I copy some code, especially from the default sdk provided, I sometimes forget to add these.

    The tool stops when it encounters an "AddFunctionNameParam" or an "AddAnimationParam" which are hidden param features that are no longer available in C3. So I'd recommend to change them with an "AddStringParam" as it doesn't change anything (else than the C2 specific editor features).

    It would be cool if these got fixed, even though they're pretty easily fixed by hand before the conversion.

  • GameeApp You told me that I could modify the plugin, but it doesn't seem really modifyable...

  • ACE's are now detected an automatically listed for Construct 3 plugins. This will not be extended for C2 for the time being.

    Example:

    https://www.construct.net/gb/make-games/addons/29/queue/aces

    The button "ACEs" redirects to the main plugin page ^^

    But that's great

  • Well, you might be interested in this:

    https://github.com/armaldio/c2-addon-parser

    armaldio made a thing that retrieves ACEs from c2 addons and generates a .md file from github.

    (Edit: Btw, I can't upload images for C2 addons. The same issue that I had yesterday with C3, but now with C2)

  • Hey, I made a tool to generate the ACEs tabs for the addon exchange. Do you think this could be implemented at some point inside the addon exchange itself? Or even have it detect ACEs and do it on its own?

  • Hey, I'm sure all of you know that the new addon database is up, and allows addon developers to upload their stuff.

    It also features amazing stuff for the presentation of the plugin, including tabs and tables.

    So I made a cool tool to generate the string that you'll paste in your description to have your ACEs displayed in tabs.

    http://aces.surge.sh/

    For example, it generates a code like this:

    [h1]Aces[/h1]
    [tabgroup]
        [tab title='Conditions']
        [dl sans-serif]
            [dt]Is Empty[/dt]
            [dd]Returns true if the stack is empty[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Compare top[/dt]
            [dd]Allows you to compare the value at the top of the stack[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Compare length[/dt]
            [dd]Allows you to compare the length of the stack[/dd]
        [/dl]
        [/tab]
        [tab title="Actions"]
        [dl sans-serif]
            [dt]Push[/dt]
            [dd]Add a value at the top of the stack[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Pop[/dt]
            [dd]Remove the value at the top of the stack[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Load[/dt]
            [dd]Load the stack from a JSON string[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Clear[/dt]
            [dd]Clears the stack[/dd]
        [/dl]
        [/tab]
        [tab title="Expressions"]
        [dl sans-serif]
            [dt]Peak[/dt]
            [dd]Returns the value at the top of the stack[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Pop[/dt]
            [dd]Returns the value at the top of the stack and removes it[/dd]
        [/dl]
        [dl sans-serif]
            [dt]ToJSON[/dt]
            [dd]Returns the stack in JSON format[/dd]
        [/dl]
        [dl sans-serif]
            [dt]Length[/dt]
            [dd]Returns the length of the stack[/dd]
        [/dl]
        [/tab]
    [/tabgroup][/code:2z699h12]
    
    And it looks like this:
    [img="https://cdn.discordapp.com/attachments/230408561593679872/415798920548057088/2018-02-21_10-16-07.gif"]
    
    That'd be amazing if the page already had a service that does this, but it's already amazing. Great work! @Tom
  • DOWNLOAD: https://mega.nz/#!FgECXSBL!l92MdBv1MjuD ... 5Uvb4zNXU0

    When I made stack, I had also made queue, but I forgot to release it, cause at the time I hadn't the time to do it.

    So introducing queue plugin!

    ACES:

    Conditions:

    • Is empty
    • Compare first
    • Compare length

    Actions:

    • Enqueue
    • Dequeue
    • Clear
    • Load

    Expressions:

    • Peak
    • Dequeue
    • ToJSON
    • Length

    DOWNLOAD: https://mega.nz/#!FgECXSBL!l92MdBv1MjuD ... 5Uvb4zNXU0

  • DOWNLOAD: https://mega.nz/#!th9kxLZS!6KojEn4GA7Uq ... AMCTZvsS6A

    Hey, I implemented the Stack data structure to both C2 and C3 for no reason at all.

    Features video: https://youtu.be/4HD5Z4MfnmY

    ACES:

    Conditions:

    • Is empty
    • Compare top
    • Compare length

    Actions:

    • Push
    • Pop
    • Clear
    • Load

    Expressions:

    • Peak
    • Pop
    • ToJSON
    • Length

    DOWNLOAD: https://mega.nz/#!th9kxLZS!6KojEn4GA7Uq ... AMCTZvsS6A

  • Hello! I don't really plan on adding a typewriter effect in this specific plugin, but I plan on making a typewriter behavior that works with my plugin, and also with other regular spritefont plugins.

    I the meantime there are really good (and already available) typewriter stuff that you can find. But if you need a behavior, be sure to stay tuned for what I do, cause this might be coming pretty soon!

    EDIT: Note that the plugin comes with a basic typewriter effect (that doesn't have the speed thing you want sadly).

  • GameeApp Hi! I'd really like to use the ghost and replay modes but I saw that they are not available here. I really think that using them would add a lot to the game I'm making so I'm asking if it's possible to add them. Or if you can't, do you allow me to modify the plugin in order to make them available?

  • Hello, Pantsu Champion

    Pretty much everything has been said in this thread.

    Construct 2 doesn't really encrypt files on export so you can extract them when they're being cached (in the case of a web game) or from the files in case of a desktop export.

    The protection is fairly basic, and code is much more protected than assets.

    Some games have suffered from this as we said. I'm thinking of The Next Penelope by Aurélien Regard (that you can find on steam) that had its assets stolen and reused in a commercial project.

    However, as Ashley said at some point, encrypting the assets doesn't prevent anyone from actually stealing them like in any other software as you can just grab them from the RAM or from the temporary files that are created.

    This thread is a year old and since then my own opinion changed on the subject. At the time I thought that we really needed encryption, but right now I don't think that a powerful encryption is really that mandatory. Primarily because 3rd party software can offer the same kind of service for free (or not) and that in the case of stolen assets which can happen anyway the copytight protection services are there to help, like in the case of The Next Penelope where the game was removed in under a few hours.

    When it comes to actual experiences, nobody ever stole any of my assets. Right now the only guy I'm sure had this happen to him is Aurélien Regard, but I recommend you try contacting developers from big Construct 2 games and ask them directly as this thread is pretty much dead and your chances of getting an answer here are pretty slim.

  • Heads up Waltuo andreyin the new version has been approved! It has both the new speed value and the capxs with no 3rd party plugins except mine.

    As always, feedback is appreciated .

  • GameeApp Hey. I'm not sure how I may use the controllers you're providing in the JS API. Or should I only use keyboard and mouse inputs?

    EDIT: NVM this was answered already.

  • Waltuo Ok I successfully added speed to the tags.

    You can now either use it like this

    <X/Y/A Mode Strength Speed>[/code:u01ylprm]
    
    For example:
    [code:u01ylprm]<X Wave 25 150>[/code:u01ylprm]
    
    Or you can remove the strength value and leave a space to use its default value, like this:
    [code:u01ylprm]<X/Y/A Mode  Speed>[/code:u01ylprm]
    
    For example:
    [code:u01ylprm]<X Wave  150>[/code:u01ylprm]
    
    Please note the two spaces between Wave and 150 as it is really important. If there is only one space, 150 will be passed in as a Strength value.
    
    I already updated the showcase to account for this change, so you can try it right here:
    [url]http://spritefontdx.surge.sh/[/url]
    
    This change will be available in the next update (aka as soon as Scirra accepts the update request on the store)