Chadori's Recent Forum Activity

  • I was still thinking about what caused the lost savegames. The old update was amde with the c2 runtime and the new wit the c3 runtime. Could this be the problem?

    construct.net/en/forum/construct-3/how-do-i-8/problems-c3-c2-purchase-142969

    The c2runtime and c3runtime has a different storage data format. So, it certainly can lose your game's progress.

  • Announcement

    Hi everyone, I currently plan to integrate the entire Photon SDK into c3runtime. This is to ease the usage of Photon using Construct 3, also I plan to fully integrate it with Construct 3, meaning that it'll have similar features with the built-in multiplayer plugin, like object syncing features.

    This is a breaking change, so I'll have to move on from the Photon Collection to the Photon Master Collection, in other words, projects with the old Photon Collection will not work with the new addon. This will also be fully c3runtime-exclusive. I think anyone interested should be aware of that.

    I have my way of doing things, but I also accept suggestions, if you have one, please visit the tracker, and make a feature request issue.

    github.com/ChadoriRebornXD/Construct-Master-Collection/issues

    If you need more clarifications, you can ask me at the Discord Server

    discordapp.com/invite/eS3HK88

    Also, I'm currently working on the AI addon for the 7.1, although if I do finish the Photon Master Collection in time, I think I'll just push this to 8.0 instead. More information here:

    github.com/ChadoriRebornXD/Construct-Master-Collection/milestone/18

    There is also the Tick addon, which helps to improve performance to replace every tick with your own custom tick interval, more information here:

    github.com/ChadoriRebornXD/Construct-Master-Collection/issues/149

    And finally, the System+ addon, that extends the System features of the C3Engine.

    Alright, that's it for now, have a nice day.

  • NetOne

    "Battery Optimized" List

    if you go to battery setting and move your app to the "Non Optimized List"

    then bang! you get some huge reduction in lag as the phone cpu is not being throtled

    especially evident when battery is below 50-60%

    I believe you can solve this with the https://www.npmjs.com/package/cordova-plugin-powermanagement.

    I used that with my Mobile Sleep addon to overcome that problem, though I think you can still use that using the Scripting Feature.

    That is because of a limitation of Cordova applications not being detected by device manufacturers as games, so they assume Cordova apps as office or general applications, hence the slowdown. Especially when dimmed or low battery.

  • Yes, you can use Web APIs while you are using the scripting feature. It's actually quite suited for that. You just need to, for example, include the Script.JS of that api in the Files folder, load it, and then use it alongside with your Scripts or event scripts.

  • I see, I understand. Thanks for explaining.

    We could probably add something like this, but it could add weird side effects ( plugin list becomes non-deterministic ), and I'm not sure what the advantage is?

    I was planning to load different Cordova plugins that can have the same ACEs, just different platforms and each plugin having their own exclusive features. Although, I understand if it can't be done, cause it might be a lot of work.

    Thanks for explaining.

  • ekvador

    thanks,i just start to study firebase and looks very easy, i not advanced user and i will need for several years only databases for simple leadboard - and without auth this option you allready have for firebase and some bug or updates you will solve in future ?

    In nature, PlayFab is supposedly easier to use, but if you find Firebase easy to use and prefer it, then it's fine.

    Not sure if I understood you correctly, but if you are asking about the authentication methods, PlayFab has all of Firebase's auth methods, and more, mostly covered all leading platforms.

    The last sentence, if you are asking if I'm still supporting the maintenance of Firebase Master Collection, then the answer would be, yes.

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  • ekvador

    About Firebase, i saw that you that plugin called " bonus" , this will be in future standard plugin and with full updates? I can not find documentation for firebase, only image with options, and tell me please do you support and new options like cloud firestore ? Thanks

    The Firebase Master Collection is ported to the c3runtime, there were plans to add more features like include the entire Firebase API into Construct 2 and Construct 3.

    But, PlayFab Master Collection proved to be more competent in terms of game development and has superior features. You can read more about the PlayFab Master Collection and why it's better than Firebase in game development, here, specifically at the end of the page: constructcollection.com/construct-playfab-intro

    So, it was decided that instead of porting the entire Firebase API into Construct 3, I integrated the PlayFab API into Construct 2 and Construct 3 instead. It's a much better choice with a full-backend network system and a bonus side, of being non-programmer friendly and their Automation Rules have an event-sheet system, just like Construct 3 and Construct 2.

    There might be more features coming up for the Firebase Master Collection, but more focus is given to the PlayFab Master Collection.

  • Hi Nepeo, is it possible for us to reference different Cordova plugins depending on the combo property selection?

    Like this:

    			// Setting Property References
    			const mode = new SDK.PluginProperty("combo", "mode", { "items": ["first-plugin", "second-plugin"], "initialValue": "first-plugin"})
    
     SDK.Lang.PushContext(".properties");
    
     this._info.SetProperties([
     mode
     ]);
    
     const pluginMode = (mode === "first-plugin" ? "cordova-plugin-first" : "cordova-plugin-second");
    
     // Cordova Plugin Reference
    			this._info.AddCordovaPluginReference(
    				{
    					id: pluginMode,
    					plugin: this
    				}
    			);

    Thanks.

  • Ohh, I see. Thanks for the information.

  • The best way to do that is, store data into the Local Storage, whenever a new data or changes to the data are made. That's so when the user exits the application, the data or changes he or she has made is retained, without making redundant saves in the Local Storage.

  • Download: chadorirebornxd.itch.io/construct-master-collection

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Chadori's avatar

Chadori

Member since 10 Oct, 2014

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