skymen's Recent Forum Activity

  • I made a behavior that allows you to add more collision boxes to an object.

    C2 version: construct.net/construct-2/addons/156/collision-box

    C3 version: construct.net/make-games/addons/155/collision-box

    Demo: collisionbox.surge.sh

  • > I have no idea how to use this converter. Can somebody help me with this?

    That ^

    This was already written in the initial post but just in case

    WARNING: this is not meant for casual users. Really, only SDK writers should use this as there is no guarantee it is complete, and if you install a plugin that has any kind of syntax error, you have to wipe the Application cache and/or the Browser cache! This means you loose any projects you've saved in local storage!

    You're not supposed to use it if you don't know how you should use it. If you end up breaking your stuff you'll be the only one responsible.

    Now, you use it with CMD or Powershell just like written again, in that same initial post.

    Usage:

    -masterblaster inputDirectory outputDirectory

    This lets you point the tool to one top level directory and it will process all plugins in that directory. (ie: C2/../plugins) Outputs to the output-directory.

    -noScirra -masterblaster inputDirectory outputDirectory

    Same thing but it will skip Scirra plugins. Good to try third-party plugins in your plugin directory.

    inputDirectory outputDirectory

    Processed a single plugin and outputs it to output-directory

    inputDirectory outputDirectory "pluginCategory"

    Processed a single plugin and outputs it to output-directory. Sets the plugin category in plugin.js to the specified value. Must be one of the values specified in the SDK manual.

    No code is migrated, only the properties and ACE definitions. Language mappings are all uniquely identified. No extra (.js) files are added. I'm not sure how to support that yet.

    Use the Visual Studio editor to check all JSON files. It points out errors before you upload them.

    Example:

    C2C3AddonConverter.exe -noscirra -masterblaster "C:\Program Files\Construct 2\exporters\html5\plugins" "C:\C3pluginStagingArea\C3conversions"[/code:2zr321y6]
    [code:2zr321y6]
    C2C3AddonConverter.exe "C:\C3pluginStagingArea\C2originals\bht_smart_random" "C:\C3pluginStagingArea\AutoGen\C3_bht_smart_random" "data-and-storage"[/code:2zr321y6]
  • Hi! Do you still have the plugin's link?

    Hi, yeah

    C2:

    construct.net/construct-2/addons/79/stack

    C3:

    construct.net/make-games/addons/80/stack

    The transition to the new forum broke lots of messages apparently.

  • is this useable in Construct 3?

    KaixaZero Yes it is!

  • Smart Joystick — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/smart-joystick-4351

    <h3>Description</h3><div class="deshr"></div><p>The plugin allows you to easily add one or multiple joysticks on the screen. The joysticks have 3 touch events and 3 dragging modes:</p><h3>Touch events</h3><div class="deshr"></div>

    • None
    • Fade: The joystick fades in when touched, and out when untouched
    • Reset Position: To use with spawn or smart dragging mode, the joystick resets back to its position when untouched. Note that fade also resets the joystick's position, but only when fully faded out.

    <h3>Dragging modes</h3><div class="deshr"></div>

    • Regular: Like every joystick, nothing special
    • Spawn: The joystick jumps to the touch position if in range, allowing the user to immediately drag and avoiding dragging by mistake when just tapping the stick.
    • Smart: Has the spawn ability, but also if the user drags too far, the sticks moves with the user's finger, so when the users tries to go in a different direction, he doesn't have to go all the way back. This mode is most useful for action heavy games where the user's finger is always on the stick and he doesn't pay much attention to how much he's dragging.

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

  • Yes! It syncs the position, angle and mirrorring and flipping.

  • Skins Addon — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/skins-addon-4324

    <h3>Skin it</h3><div class="deshr"></div><p>Skin it is a pack containing a plugin and a behavior that will allow you to easily implement a skin system in your game.</p><h3>The plugin</h3><div class="deshr"></div><p>A skin group is a global plugin that will contain every information about a set of skin. Each skin contains a number of subskin that you set up yourself.</p><p>You can have multiple skin groups for categorisation purposes, and each group is referred to with a tag that you need to set up in the skin group's parameters.</p><p>Each skin group allows you to get a random skin and a random subskin from a given skin.</p><h3>The behavior</h3><div class="deshr"></div><p>The behavior will allow you to attach a skin to a sprite.</p><p>The default skin is whatever the sprite contains before the skin gets attached.</p>

    • The skin group tag needs to be set as it can't be changed at runtime. It links the behavior to the appropriate skin group.
    • The skin and subskin tag are the skin values that will be used on start of layout.
    • Use default skin shall be set to Yes if you don't want the object to start with a skin.
    • Hide default skin means that the sprite will get set to invisible if a skin used, and visible if no skin is used.

    <p>A sprite can hold multiple skin behaviors, each with its own properties. The skins, then get layered following the behavior order, from top to bottom.</p><p>A skin, as it is also a sprite, can hold a skin too.</p><h3>Use cases</h3><div class="deshr"></div><p>In the demo, you will find a wearable equipment system.</p><p>You can also make a regular skin system where the character gets entirely replaced by new skins.</p><p>You can also make an NPC system where every NPC is the same sprite, but the visuals get replaced by a skin.</p><p>Skin it basically separates a sprite from its texture, making anything with dynamic texture relatively easy to set up.</p><p>The skins never need to be loaded as well. They only need to be stored in an object bank layout to have a model for creating them. You can also decide to use different resolution skins by resizing them in the object bank.</p>

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

  • Backported it to C2

    https://mega.nz/#F!Y11CEDxC!SvafIUuHZaQLICSIpn4n7w

    Don't mind the skymen at the beginning of the files. It's automated naming. I don't take credit for making the plugin. I only backported it.

    Do you mean to defend people's right to be abusive to Scirra staff? How is that even up for debate? It is so completely unacceptable that I strongly encourage anyone who thinks that to leave. Go and use someone else's software if you really think that.

    With all due respect that was never the case and never will be. And not only to Scirra staff but to anyone. We have taken action for the personnal attack you received, and are always taking action as soon as anyone is attacked and/or harrassed. If you had read our rules, you'd know that we don't allow that.

    Please, I nicely ask that you calm down, and stop putting words in other people's mouth. He said that the discord server allowed for some discussions to continue outside the forums if they were closed. I don't know what you exactly mean by "people [who] cannot abide by basic rules of civilised conduct" but you know that in a forum discussion it's rarely only one or two members and some other people might wanna keep on discussing the topic without seeing the discussion closed because someone else couldn't keep things respectful.

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  • dop2000 Basically the only advantage it has is if you only need a stack specifically. But yeah you can do everything with an array as well. It's really just for specific cases where you don't need more than the stack features.

    The same applies to my Queue plugin btw.

  • Hey,

    This tool is a life savior. It's extremely cool, so thank you!

    I have some suggestions though:

    The tool fails to add ACEs when the ACEs functions in editor.js aren't all ending with a ";".

    I know it's better to have them, but when I copy some code, especially from the default sdk provided, I sometimes forget to add these.

    The tool stops when it encounters an "AddFunctionNameParam" or an "AddAnimationParam" which are hidden param features that are no longer available in C3. So I'd recommend to change them with an "AddStringParam" as it doesn't change anything (else than the C2 specific editor features).

    It would be cool if these got fixed, even though they're pretty easily fixed by hand before the conversion.

  • GameeApp You told me that I could modify the plugin, but it doesn't seem really modifyable...

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skymen

Member since 3 Aug, 2015

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    Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.