Sparsha's Forum Posts

  • Amazing theme, thanks for your hard work.

    Thanks ^^

  • UPDATE v0.1.1 available!

    Changelog:

    • Fixed the Boolean issue: github.com/Scirra/Construct-3-bugs/issues/3360
    • Changed Input Field, Dropdown List, and Checkbox Styles to match the original One Dark Theme from Atom Editor.
    • Category-Arrow colours and Tab-Utility-Buttons colours added more contrast.
    • Fixed Expression-list colour in Eventsheet Editor.
    • Fixed colour of EventSheet-Selector in Eventsheet Editor.
    • Removed shadow under each action, condition and groups in Eventsheet Editor for a cleaner look.
  • Hi, this thread is 1 month old, but this is to make you aware that you were using third-party Addons which were created by some third-party developer. In these cases you can contact the developer who created those addons.

    The addons you used in Construct 2 and the ones you are using now in Construct 3 are developed by completely different developers. So these won't work.

    Construct 3 Team is not to blame here.

  • It looks like the right code. It's hard to say any more than that from just this information.

    What info shall I share? What can be the probable flaws? The pluginID I entered in the array is correct, no mistake there.

    Is this a bug?

  • maybe what Sparsha meant like this

    CONSTRUCT 3 (c3addon) const PLUGIN_CATEGORY = "EMI INDO", // error invalid plugin category "EMI INDO"

    CONSTRUCT 2 (c2addon)

    "category": "EMI INDO", // NO error

    Well, no, I am not talking about PLUGIN_CATEGORY.

    Its about "object" type plugin property:

  • Hi, I was trying to filter a plugin in the property object picker list. construct.net/en/make-games/manuals/addon-sdk/reference/pluginproperty

    I want to show only these two plugins in the object picker list:

    So I did it like this:

    new SDK.PluginProperty("object", "sdk-instance", {"allowedPluginIds":["Sparsha_FirebaseSDK"]}),

    But for some reason this doesn't work : (

  • This is gorgeous! I'd definitely purchase the light-colour equivalent as well. Thanks very much!

    Thanks so much. If I make a light-theme, it it will be free again :D

  • Hey thats really nice, probably the best dark theme i've seen yet.

    Thanks so much ❤😊

  • ABOUT

    One Dark for C3 is a professional looking Theme which brings the original soothing color palette from the Atom Editor theme to your Construct 3 Editor.

    FEATURES

    Smaller GUI for more space on screen.

    Dark Theme suited for eyes and overnight work. (Midnight work is not recommended for health.)

    Color coded to differentiate texts, numbers, objects and variables by their colors.

    LINK:

    sparsha-dhar.itch.io/one-dark-theme-c3

    Tagged:

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  • I am using both hierarchy and containers on a set of objects.

    The problem arises for On Created conditions which trigger twice.

    This is the eventsheet:

    This is the preview:

    In that image, "-> On Sprite object created" Condition gets triggered twice as seen in the Console. The IID of that object gets logged twice.

    I need to select all objects whenever the parent object is selected. (Containers reduce a lot of extra conditions) I am not sure if hierarchies are supposed to work this way. But this procedure used to work fine in and before beta version r233.

    So I am not quite sure if this is a bug or a sacrifice for a better maintenance of hierarchies?

    But of course it should not trigger twice!

    C3P Link >> Click here to Download C3P File

    (EDIT: Well, yeah it's true, it feels kinda weird. Like having both "Create object with Hierarchy set to true" and Containers on the same set of objects. Both of these properties are supposed to create the child objects or the containing objects. However when I see the debugger, number of objects created are alright.

    I should've just used the Pin behavior to get my job done)

  • In general, plugins should not communicate with each other. It tends to be a brittle and inflexible design. What are you trying to do exactly? Normally there's a better way to do it.

    Hi Ashley, can you please review the above solution. (I am not much experienced) What consequences can it lead to if we communicate in this way?

  • Hi Amalkanti, refer to this Note:

    GetSavedDataMap()

    GetUnsavedDataMap()

    Return a Map to store additional data to associate with this instance. Use string keys only, and ensure keys are unique. The saved data map is written to savegame files so should be used for persistent state. The unsaved data map is not written to savegame files so should be used for transient storage or caching.

    Do not simply add new JavaScript object properties to Construct's runtime classes. This will cause the JavaScript engine to deoptimise performance for all code using the class. These data maps are provided as a convenient alternative. You can also use a WeakMap with Instance keys to associate data with instances without leaking memory or modifying the instance class at all.

    Link- https://www.construct.net/en/make-games/manuals/addon-sdk/runtime-reference/object-classes/instance

    In the "Central" plugin as you said, include this code in the Instance.js (runtime)-

    	//Central Plugin - Instance.js (runtime)
    
    	//Set data with WeakMap in your Central Plugin Object Class
    	this._objectClass.GetUnsavedDataMap().set("myData", "1");
    

    Then in your second plugin include these codes-

    	//Second Plugin - Plugin.js (edittime)
    
    	//Create an object Selector Property
    	this._info.SetProperties([
     new SDK.PluginProperty("object", "name")
     ]);
    
    	//Second Plugin - Instance.js (runtime)
    
    	//Get the Selected Object from the Properties
    	var CentralPlug_Obj = this._runtime.GetObjectClassBySID(properties[indexNo]);
    	//Get Data from WeakMap of your Central Plugin Object Class
    	var yourData = CentralPlug_Obj.GetUnsavedDataMap().get("myData")
    
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  • Same problem here with the latest version. Team has closed the bug on GitHub. Please can any team member shed some light on this?

    Thanks!

    Virtualware That's not good. It's still not fixed yet!

    I think to minimize this problem, we placed the actual Input Text field at the top of the layout (at position 0,0). When we placed it at this position the black portion at the bottom didn't appear anymore.

    To make the UX comfortable, we kept the input-field Sprites (the two rectangular sprites that are placed behind the name and email input fields) in the same position as they are in the image. And instead of the input field boxes that were placed over these sprites, we put Textboxes.

    Then we used the following logic-

    • When the user clicks on this sprite, focus on the Input field at the top
    • Every tick set text of the TextBox as the text that is being inputed on in the Input Field