Toby R's Recent Forum Activity

  • TR_ClockParser is now available for C3 as well. Updated links in the first post here.

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  • I am porting my C2 plugins to C3. It went well with all of them except one. I can't install it in C3, the only info I receive is "Failed to install the addon.".

    Could you Ashley explain or list the possible reasons for it? This is not very informative info so I'm not sure what to fix.

  • MM_Preloader v1.3 and up is now compatible with C3.

    By purchasing MM_Preloader from now on you will receive a .c2addon and .c3addon files.

    I've just submitted c3addon to the store, should be available to download within 24h (Scirra has to approve new files).

    mahaiting this might interest you.

  • Canvas Thumbnail — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/canvas-thumbnail-3766

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Canvas Thumbnail plugin for C2.
    • An example capx

    <h3>What is Canvas Thumbnail plugin?</h3><div class="deshr"></div><p>With a single action you can take a screenshot of your game which will be resized to the dimentions you specify.</p><p>You can save it to local storage and use as a thumbnail of a saved game or any other feature that has thumbnails.</p><h3>C2 by default allows snapshots, why would I use this plugin?</h3><div class="deshr"></div><p>That's true. You can make a snapshot with native C2 functions. Actually this plugin uses exactly the same functions to make a snapshot.</p><p>There are few differences though:</p>

    • This plugin will automatically resize the image (snapshot) on the fly in the memory so the image size is much smaller which means it takes less memory and loads much faster from local storage.
    • There's one cosmetic feature - you can add a border around the snapshot (see example video).

    <h3>Features</h3><div class="deshr"></div>

    • Canvas snapshot
    • Resize snapshot (the image, not just sprite)
    • Ability to add frame around the thumbnail
    • Ability to set resizing based on ratio (% of original image) or by fixed dimensions

    <h3>Performance</h3><div class="deshr"></div><p>It has exactly the same performance as C2 native snapshot feature as it's based on the same functions, which means it may cause a small lag while taking a snapshot if the game layout is big.</p>

    Use this topic to leave comments, ask questions and talk about Canvas Thumbnail

  • _Set_ — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/set-3767

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Set plugin for C2

    <h3>What is Set plugin?</h3><div class="deshr"></div><p>It's a very small plugin which makes live much more comfortable in certain cases.</p><p>It's focused around sets of data which can be defined directly in the event sheets (unlike Arrays or Dictionaries).</p><p>See attached screenshots for the potential use cases.</p>

    Use this topic to leave comments, ask questions and talk about _Set_

  • Weapon System — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-behaviours/weapon-system-3763

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Weapon System behavior for C2.
    • Two example capxes (regular weapon setup and with JSON)

    <h3>What is Weapon System behavior?</h3><div class="deshr"></div><p>Weapon System behavior is a set of features that lets you easily implement any multi-weapon system for any character in your game including the most complex ones.</p><p>It's possible to setup a simple platformer shooter as well as a space shooting world where each spaceship has many various weapons and can even shoot with all of them at once, or even a complex RTS!</p><p>Any weapon feature can be defined with this behavior. Basic stats like damage, ammo etc. are predefined with ACEs, yet there's a possibility to set unlimited custom weapon properties.</p><h3>Features</h3><div class="deshr"></div>

    • Suitable for any shooting game and even melee fighting game,
    • Add weapon with a single action (few actions for complex weapons with custom stats),
    • Set weapon stats individually or in bulk,
    • Shooting with predefined fire rate in continuous or one shot mode,
    • Ammo managament (deduction per shot, out of ammo notification, and more),
    • Reloading feature (auto-reloading possible),
    • Predefined ACEs for most common stats,
    • Unlimited custom properties,
    • Switching weapons,
    • Add/remove weapons during game,
    • Possibility to load/export weapons with JSON (very simple format),
    • Console warnings in case of any issues (e.g. attempt to retrieve stat of non-existing weapon),
    • and more (see screenshots for ACEs)

    <h3>Performance</h3><div class="deshr"></div><p>This behavior has a lot of features but still it's very lightweight because even though there are many stats predefined with ACEs, they are not added to each weapon by default. You entirely decide about your weapons stats. </p><h3>Warranty</h3><div class="deshr"></div><p>This plugin does not rely on any third party libraries so it will never get outdated or broken. It does not use any DOM features so it will work on any platform and with any wrapper.</p><p>I'm a full time programmer, in case of encountering any issues, please send me an email, I'll fix it ASAP!</p>

    Use this topic to leave comments, ask questions and talk about Weapon System

  • Hi, I think this plugin is what I need.

    Does it support C3 ? Because I use C3 now. thanks.

    Hi mahaiting,

    [EDITED]

    Yes it does, please see the post below.

  • What is the stabilizer? I turn it on but when do i have to turn it off?

    Hi Xh3maa,

    I briefly explained the Stabilizer in the FAQ on the store page:

    [quote:3pqv2op7]Stabilizer is a built in feature that monitors the current FPS. If FPS is stable, the stabilizer sends a signal to the preloader that stabilizing process is completed.

    If you enable the Stabilizer then the "Stabilizer" item is added to the preloader list which is always processed as the last item. As described above, it checkes the current FPS and if it's greater or equal of the "Minimum FPS" property (or "Maximum checks" * "Check frequency" seconds passes) then the item is considered as 100% completed.

    Stabilizer simply assures you that all background processes (like rendeding, memory release, memory load, etc.) are completed and the engine is now "stable". Even though it's a useful feature in some cases, it's not needed in most of cases - that's why it's disabled by default.

  • You can make it with global layer and create a separate event sheet "Preloader" with the generic logic which then you simply include in the particular layouts event sheets. No need to write redundant code obviously.

    Regular preloader for layout transition is triggered at the end of current layout, not at the start of next layout.

    Please see the capx attached to plugin version v1.1. There are some implementation examples.

  • One last thing, idk if I'm overthinking but is making a sort of "global" preloader possible? Kind of one preloader layout using MM_Preloader that works dynamically for whatever layout you switch to after it.

    So let's say you run "layout 1" > then go to "preloader layout" > it preloads the next "layout 2" and switch to it, then you go again to "preloader layout" this time preloading "layout 3" and so on. Hope it makes sense

    What I'm wondering is if it's meant to be used making many loader layouts between every regular layouts (like LAYOUT 1 > LOADER 1 > LAYOUT 2 > LOADER 2) that needs to be preloaded or it can be reused in some way.

    Yes it is absolutely possible and recommended. There's an action "Add all objects from layout (by name)" which can take a string variable (layout name) as a parameter. With this one you can make a generic preloader layout as you described above.

    Actually there are two ways of achieving such generic preloader. One is by making a separate preloader layout. And the second approach is by making a layer dedicated for preloader global. With such layer you just need to set the visuals only once.

    I'd recommend the approach with global layer, it will work faster in certain cases. Note that separate layout for preloader will work, but it's a double layout transition so C2 will release assets of Layout1 from the memory and then load all assets from Layout2 with preloader. While with global layer approach common assets for Layout1 and Layout2 will not be released/re-loaded.

  • Sounds great

    And even more flexible with the lazy preloading functionality, but couldn't show some lag on the current layout while preloading and running events at the same time?

    Thanks for your time, I'll buy the plugin very soon

    Lazy preloading works best with many yet small assets, then there's no lag at all. If there are some big assets then the lag can occur indeed. Still there are some workarounds.

    Let's say that you have just two big assets and all the rest is quite small. Those two are background layers for instance.

    So at the beginning of current layout you can make a short regular preloader for just those two objects (add object to preloader manually), and then start lazy preloading of the next layout while playing the current layout. Preloader does not double load the asset so the backgrounds will be ignored in lazy preloading since they are already in memory).

  • Hi CrK

    MM_Preloader does not use any third party library. It also has a lifetime warranty. I just haven't updated the description yet .

    No need to add any Github or Cocoon plugins. It works straight away on every platform.

    BTW there's v1.3 already available with "Lazy preloading" possibility (preload next layout while playing curent one). I should update the desciption soon with details.

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Toby R

Member since 23 Mar, 2015

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