DiegoM's Recent Forum Activity

  • From looking at their getting started guide it seems that once Metamask is installed in the browser, any new tab should have access to a window.ethereum object.

    You should be able to access that object from a C3 script with out any problems.

  • There is no built in method to do it. If you are willing to write some Javascript you could do it though.

    Your Angular code could add an object to the global scope which could be accessed from a C3 script. This global object should have functions to allow you to send what ever data you want to any given Angular component.

    I can't really go in the details of how to do it, because I'm not familiar with Angular, but I imagine it should be possible.

  • Yes, I think this is an excellent candidate for a suggestion that has very strong chances of actually being implemented. Mainly because it is very easy.

    Shortcuts for changing between animation would also be quite easy to implement, but I am not sure what should they be? Any suggestions?

  • As brainwavecreations says, there is a GUI option to crop all the frames in an animation.

    There is also a keyboard shortcut to do the same ALT + C + SHIFT.

    Currently there is no keyboard shortcut to change between animations.

    Edit: I think the only reason for the absence of the option to crop all the animations in the sprite is that it wasn't an option in Construct 2, so I never even thought about adding it.

  • When you add a child to an instance, Construct does all the calculations needed so the child keeps it's original transformation before attaching.

    Effectively what that means is that upon adding a child, it get's no visible changes. Only changes made to the parent after attaching will affect the child.

    If you mirror the parent after adding the child you will see a change.

  • Set the script's Purpose property to "import for events". you can find it in the Properties bar when you click on the script on the Project bar.

    The object you want to use is called jwt_decode.

  • Here is a sample project overlaying a canvas on top of Construct's main canvas.

    https://www.dropbox.com/s/6lvbkhuq0uoupy3/CanvasOverlay.c3p?dl=0

    There were a few additional things you needed to do so the canvas would show.

    Filling the canvas

    The script that creates the new canvas also fills it with some color so you can see it, it is transparent by default.

    Giving the canvas an ID

    The script also gives the new canvas an ID so it can be targeted with a CSS selector

    Applying some styles

    A stylesheet is added using the Browser plugin. The stylesheet is in the Files folder of the project.

    The styles are very simple but are needed so the canvas is positioned somewhere visible. The main canvas takes up the whole screen and by default new content is appended below existing content so the new canvas was initially off screen.

    The styles I used for this bare bones example just force the canvas to stick to the top right, but you can change that.

  • fedca

    Hopefully in the near future I can get around to working a little bit more in the feature. Out of the features you mentions I left scrubbing out of the initial release because it was not immediately obvious how to implement it and I preferred to get something out to gauge interest and get feedback.

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  • hcatarrunas

    Sorry for not responding earlier, I took last week off.

    Resuming timeline playback should resume audio from the position the timeline's playhead is at. The reason it is not working properly is because I didn't take into account that Set time effectively pauses a timeline and later playback could be resumed from a different position than the last it was paused in.

    I also believe there is no way to goto and play a Tag/keyframe of a timeline? (instead of the two steps asking to go and then asking to play)

    I agree this would be a good addition to the actions available to the Timeline plugin.

    I also tried to manually set the audio tag after navigating the timeline but it didn't seem to work. (basically had no audio/it stopped so maybe something wrong)

    The audio tag property that you can set in the editor is only useful to be able to use the Audio plugin's actions and conditions with audio that is played from a timeline. In this particular case it will make no difference if it is set or not.

    Can you share a project that shows how you are trying to use the feature? That will be useful to iron out these issues.

  • dazedangels

    If you login to your Adsense account and go into the "Sites" option in the left hand side menu, there should be a list of all your websites. All of the ones that say that are ready to show ads, should be considered whitelisted.

  • Technically this is something you could already do, by setting a tag on a master keyframe and then going into an event sheet and setting up an on keyframe reached trigger you could then start playing an audio file in the corresponding action using the audio plugin.

    The audio track just rolls all of that together and you can also see in the timeline bar the amount of time the audio will be playing in relation to everything else going on in the same timeline.

    At least that is the main use case I was thinking about when I was implementing the feature.

  • r269 introduces audio tracks to be played in timelines. There are a few caveats which are not obvious about them. Here they are:

    1. The Audio plugin needs to be included in the project. Timelines playing audio use it under the hood, but they do not enforce it's existence in the project.
    2. A timeline can not play audio until there has been any meaningful user input. A single click is enough, but if there is no user input, no audio will be played.
    3. For better results, make sure the audio that is going to be played by a timeline is preloaded before the timeline starts playback.
    4. If a timeline is played backwards by using a negative playback rate, audio will not be played. A timeline will only trigger audio playback when playing with a positive playback rate.
    5. Audio tracks are created with the default audio source property track, but it is also possible to add an optional volume property track by right clicking on the track and selecting the Add properties context menu option.

    I think those are all the less obvious details.

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DiegoM

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