Straskal's Forum Posts

  • You could probably do this using clamp(...).

    Assuming that you were to use MoveTo in order to move your sprites.

    MoveTo ->

    X -> clamp(valueToClampX, invisibleSpriteLeftEdge, invisibleSpriteRightEdge)

    Y -> clamp(valueToClampY, invisibleSpriteTopEdge, invisibleSpriteBottomEdge)

    This will just limit the x and y values to inside of your invisible box.

    Hey Ashley.

    With experimental features enabled, should the file system access be working for chrome-android as well?

    It appears that the API is compatible. Unless I'm missing something.

    - Stephen

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  • Hi, Scirra Team,

    I was doing an overview of the primitives documentation and the Events section is out of date. The bottom of the docs explicitly mentions that Construct does not support any in-editor scripting.

    construct.net/en/make-games/manuals/construct-3/project-primitives/events

    Cheers!

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  • I’d like to create an addon that allows event sheets to be linked to object types in the editor.

    Then auto Include/omit the linked event sheets whenever an object type is placed into the layout/removed from the layout.

  • Ashley, can you help me out?

  • Update

    All "All" bugs are fixed!

    I refactored so addon types are more data driven, making it easier to change stuff without causing unexpected issues.

    All types are now supported and tested.

    I simplified the dev-server command to test

    I also simplified project addons & exports folder structure.

  • Hello everyone!

    Over the past few days, I've whipped up a small, but useful dev environment for c3 addons.

    It takes care of boilerplate addon dev setup. (Renaming IDs in files and more), setting up a cors enabled web server to host your files and automatically generates a .c3addon file when you're ready to export.

    ... with the following commands.

    npm run create

    npm run export

    npm run dev-server

    npm run test

    There are more in "in depth" tutorials on Github.

    https://github.com/Straskal/c3-dev-environment

    I've only thoroughly tested the behavior and single global plugin creation and will continue to test and fix bugs for the next couple of days.

    If you find anything that needs fixing, please let me know and create an issue on Github.

    Or if you feel like contributing, please send over a pull request.

    Have fun, Thanks!

  • Check out the Z order bar :)

  • Great suggestion!

    I do hope that Scirra decides to add object type functions and virtual family functions in the future, but this definitely works for now!

    Thanks!

  • Hi there!

    How could I go about creating a generic Damageable family?

    For instance, both a wooden crate and enemies are damageable, but they react differently to being hit with a weapon.

    The crate emits a "broken" sound effect, plays a break animation, destroys after its animation has finished and then drops loot.

    Enemies do one thing if they're damaged and then another if they're destroyed.

    Right now I have a Damageable family that gives a family member the "Health" instance var.

    When the player hits a Damageable family member, I run a function called TakeDamage(UID, damageAmount)

    I'd like for similiar objects to share basic functionality but implement their own events specific to they're behavior.

    Construct doesn't really support any sort of virtual function overriding, so what do you all think would be a good approach to this? Or can it even be done with Construct?

  • From the plugin documentation, it seems like the Local Storage plugin handles saving for all exports.

    https://www.construct.net/make-games/manuals/construct-3/plugin-reference/local-storage

  • Have you tried executing the Supports user media condition and then logging the result to the console?

  • You ARE crazy! Just kidding. But yes there is support for this. Check out the media plugin.

    https://www.construct.net/make-games/manuals/construct-3/plugin-reference/user-media