Chadori's Recent Forum Activity

  • If you saved your project not as a .c3p but as a project folder, you can edit the .xml directly using your 3rd party external editor. The XML file should be located inside the project folder directory.

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  • Sidock

    Now im using local storage and its ok but i want to go further, can someone explain me how to do it ? or an example

    After years of implementing cloud saves for games. I've used manual AJAX, Firebase, GameSparks and PlayFab.

    I've seen that PlayFab is the easiest way, if you want to get the features big companies have like Social Account binding like Facebook, Google, Android, iOS, Web, Custom Cryptography and the special Company Login or Registration.

    For Example these:

    You can implement these yourself, through the documentations:

    api.playfab.com

    or you can use the PlayFab Master Collection. If you are doing this for a professional game.

    construct.net/en/forum/construct-3/plugin-sdk-10/construct-master-collection-en-139046

    I hope I could help.

  • Hi Ashley, if you can spare some time, I need help on solving this problem when getting a drawing addon to support C3Runtime. Thanks in advance.

    The Runtime Methods Used

    C2Runtime

    		// The current animation frame to draw
    		var cur_frame = this.type.animations[0].frames[0];
    		var cur_image = cur_frame.texture_img;
    
    		var webGL_texture = this.runtime.glwrap.loadTexture(cur_image, false, this.runtime.linearSampling, cur_frame.pixelformat);

    As seen on the screenshot, It's using the method this.runtime.glwrap.loadTexture(). It works no problem on C2Runtime.

    C3Runtime

    As seen on the screenshot, I'm using the method this._renderer.CreateStaticTexture().

    Debugging

    C2Runtime

    No Errors.

    C3Runtime

    The console error.

    Construct 3 Runtime renderer, error reference.

    Checking the frame's texture_image

    I tried checking the frame's texture_image if it contains any data and leave a clue why this is happening.

    C2Runtime

    I logged it through the console.

    The image seems to be there and well, that explains it running well.

    C3Runtime

    Now checking the C3Runtime's frame texture_img.

    I logged it through the console.

    The image seems to be empty.

    It only returned the <img> tag, with of course, the error too.

    Ashley help would be really appreciated. If I made a mistake, please do tell. Thanks in advance.

    Tagged:

  • mammoth

    Hi there.

    Either I had a dream about it or it was mentioned here before. Is there a plan to make plugins a zero coding process or at least make the process easier?

    Hello. You weren't dreaming, it was mentioned and promised back when Construct 3 was still new and early.

    Reference : construct.net/en/forum/construct-3/general-discussion-7/news-about-creating-plugins-in-130391

    But based on Construct 3's past updates and feature additions, this type of feature is nowhere near the others and the promise is too far-fetched for the Construct Team, retrospectively saying.

    Time will tell, they might implement this but this might still take them a while or might not even be implemented, so don't hold your breath. 😉

    This reminds of the Configuration option on Construct 2, this is similar to Export Native Modules but Scirra didn't finish or wasn't able to implement, the feature. Although it was ever ready in Construct 2's design. I'm not sure if was promised though similar to the Event Sheet based addon creator.

    But we do have references for it:

    construct.net/en/forum/construct-2/general-discussion-17/where-can-i-find-info-about-th-43183

    scirra.com/manual/50/add-configuration

    My point is just, we can start worrying about this after Construct 3 Runtime is stable. Because, this might really take a while.

    I hope that helps.

  • Mikal Thanks for the wonderful feedback. 🙂

  • Announcement :: Robotics Master Collection

    The Robotics Master Collection is now planned for development. For those interested in integrating Construct 2 and Construct 3 with Robotics, I will be releasing an addon or two for the purpose of connecting Hardware and Construct.

    Have a nice day and happy game development!

  • Sami424 & santiagoestrade Thanks for the wonderful feedback. The current state of the collection is doing well and the support is expected to be up and going for a while.

  • lucid Thanks a lot! I was producing that issue but I wasn't sure if it isn't on my end. Tested the new version and it is fine now.

  • Eren I don't use the Litetween behavior. But that is great of you!

  • Store Link

    Link :: chadorirebornxd.itch.io/construct-master-collection

    Support and Community Link

    Link :: discord.gg/eS3HK88

    Additional Notes

    Happy Game Development!

  • Release 5.0

    The Release 5.0 is now out with lots of improvements, bug fixes, updates and upgrades. This is one of the major upgrades of the Construct Master Collection.

    PlayFab Master Collection

    Project Wide ::

    1. Upgraded the PlayFab Master Collection into 2.0.
    2. Upgraded all the PlayFab Master Collection addons to version 2.
    3. Upgraded the PlayFab Master Collection's debugger into 2.0 with better debugging information in the Developer Tools : Console.
    4. PlayFab Master Collection : Debugger, added a warning to notify if the PlayFab Common Error Log is a normal error with nothing to worry about.
    5. Made a Server Response expression for the data-JSON for all the PlayFab Master Collection addons. Since, there is now a built-in JSON plugin, it is now a recommended approach to control the processing of our own JSON data, received from the server.
    6. Fixed Bugs : Set Default Properties from Construct 2 into Construct 3. Default property options are available on Construct 2 and were set upped manually on code but Construct 3 wasn't set upped properly because it needed to be manually set upped again.
    7. Fixed Bugs : Fixed some addons from the PlayFab Master Collection with C3Runtime problems after the new 2.0 Debugger and feature additions upgrade.

    Addon Specific ::

    1. Added Profile Constraint Options in the PlayFab API Module.
    2. PlayFab :: Friend Manager, added new Expressions : Profile Origination and Last Login.
    3. Fixed the bug on the Virtual Currencies plugin. The Add, Subtract, Set and Get had a built-in converter for int to float and float to int but ever since it was added after the beta, it had problems that no one noticed until quite recently but now fixed.
    4. Authentication : Fixed the Android Login, it didn't trigger an Account Not Found.
    5. Revised the Mobile Facebook Priority Documentation. Improved the categorization to include an additional label of Construct 3 and Construct 2 to avoid confusion.

    Mobile Master Collection

    1. A few improvements and bug fixes with each addon.

    Game Master Collection

    1. A few improvements and bug fixes with each addon.

    Firebase Master Collection

    1. The release of the new and improved but experimental version of the Firebase Master Collection, called the Firebase Master Collection 2.0. It supports the C3Runtime.

    Construct Master Collection

    Construct Master Collection : Wide Upgrade. This covers all or most of the addons on the collection.

    1. C3Runtime :: Unified all common : global functions.
    2. C3Runtime :: Made all global functions into class member functions.
    3. C2Runtime :: Made all plugin-wide functions into prototype functions.

    Have a nice day and happy game development!

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Chadori's avatar

Chadori

Member since 10 Oct, 2014

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