Zed2100's Forum Posts

  • In the Construct 2 sdk, you could expose the attributes of a behavior or plugin in the debugging interface by implementing the getDebuggerValues and onDebugValueEdited methods of the behavior/plugin instance.

    I want to know how to do that in the C3 runtime, the manual doesn't seem to answer this question (or did I miss it?).

    Thanks!

  • Hey, any chance to make it C3 runtime compatible?

    I was very recently informed that the new runtime is available, so I'm working on upgrading all my addons to work on it. You can subscribe to this thread to be notified when the files would be available. Thanks for your patience.

  • macube the addon currently works on C3 with the C2 runtime, sorry I was ill-informed, I didn't know they made a new runtime for C3. I'll look into it and will include the files in the next update. Thanks for the notification.

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  • > Is there a plugin-version of construct 3 runtime, or only for construct 2 runtime?

    > It works on both C2 and C3.

    Zed2100

    Sorry, but the information was wrong. The extension works only for construct 2 runtime, but not for the new Construct 3 Runtime ( https://www.construct.net/forum/construct-3/plugin-sdk-10/c3-runtime-sdk-documentation-n-134720 ).

    Can you port this extension for the new construct 3 runtime please? :)

    The package contains addon files for both the C2 and the C3 runtime, please go to your account and download the latest package.

  • Is there a plugin-version of construct 3 runtime, or only for construct 2 runtime?

    It works on both C2 and C3.

  • I made an addon to solve this problem, check it out here.

    The addon can create animated backgrounds, and recently, I added a Construct 3 version.

  • Version 1.1.1 has been uploaded and is pending review, it will be available for download soon.

    Release Notes (1.1.1) :

    • Construct 3 behavior files now available.
  • Merging project files would be a nightmare, since every game will be using its own object types, its own event sheets, etc. So no, anything is better than this solution, even with your python program I don't see how this would be practical.

    Since construct apps are just a canvas on a webpage, the iframe solution is great. You can create a javascript app that would run/stop your games.

    If you need the games to communicate with each other or with the main app, a solution is to have a server with which the games communicate using AJAX. I worked on a project where I did just that, except I didn't use AJAX (async- javascript and xml) but rather AJAJ (async javascript and json).

    Inside Construct you would need a custom addon that exposes the API of the server in the form of actions, expressions and conditions. You can require the people who are making the games to implement your addon in order for their games to access your platform's features.

    Basically, you're making a game portal, just like Scirra Arcade. However, with some careful planning and javascript-jutsu, you can have everything in a local server and have smooth transitions between the games to make it look like a giant uber game to rule them all and in the darkness bind them!

  • You should use a tweening addon (like LiteTween) or manually using lerp and other actions to move the orb between the enemy and the player. Tweening looks better since you can use different curves for the movement acceleration and deceleration.

    For the number of orbs per enemy, that could be implemented by a simple integer variable "orbCount". When the enemy dies, loop "orbCount" times and spawn an orb in every iteration.

    To better organize your game, there should be a distinction between destroying an enemy (the object) and killing an enemy (its hp goes to zero). Sometimes, at the end of the level, you want to destroy all enemies but don't want to "kill" them (e.g you don't want the score to increase after a game over, you don't want them to drop more loot, etc). I'm solving this with my Health addon, check it out.

  • Hello Zed2100

    Thank you very much for your detailed instructions.

    Actually I tried to modify and I messed everything up. I will try to start over this week end and see.

    To save the game actually I did not want to use the save/load function. I first started to see if I can do something like

    - on Player.X >= checkpointobject ==> set global variable checkpoint_x = Player.X and checkpoint_y = checkpointobject.Y

    - on touch continuebtn ==> set Player position = checkpoint_x and checkpoint_y

    But that did not work

    Do you have a simple way to respawn the player and then keep everything same (meaning that distance run will continue to increment , coins also, etc)

    Thank you

    You're asking me to explain the specifics of your game to you, well I cannot do that because only you know the specifics. I'll ask you again to break down the problem into smaller manageable chunks.

    First, it seems that you don't know how WebStorage works. If I were you, I'll read tutorials on that and implement some examples first until I understand it completely.

    Then, you can do what I suggested in the previous post.

    I believe this is the best way to learn and improve. When you re-implement your code, tag me Zed2100 and tell me how it went.

    Good luck!

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  • I'm happy to announce that version 1.2 has been uploaded and is awaiting review.

    Here are the release notes :

    • Construct 3 behavior files now available
    • Added Vertical and Top-down scrolling/screen wrapping
    • Added the Parallaxer behavior for single background objects like the sun, a cluster of trees, a windmill in the distance, or a planet in a space game.
    • Added the Spacing Y property to the ParallaxBGSprite behavior.
    • Now it’s possible to set/get the parallax anchor and the tile size.
    • Added more demos and updated the old ones
    • Updated the manual with more illustrations, better explanations, and all the feedback received over last year.
  • newt I agree that OP should do some form of market research, maybe ask people on different forums what they think.

  • Please be more specific. Could you also provide a video of exactly what you're trying to achieve?

    Are you asking how they're spawned, when they're spawned, or how to implement the spawning?

  • I just did the same test on my end and it works just fine. I get "John" when I do Dictionary.Get("Name").

    Try this: forget about the form for now, try to directly print Dictionary.Get("Name") to the console after loading the dictionary.