Aekiro's Recent Forum Activity

  • ProUI is up again for whoever wants to purchase it.

  • looks great! is this available to try now?

    Thanks. will be back again very soon.

  • I can confirm that this doesn't work on device (Android). I had a dialogue box and a couple of grid scrollers which work perfectly in preview but when exported to a debug.apk would hang on the start.

    I deleted the ProUI plugin AND all instances of the grid scroller and dialogue box so there was no longer any trace of ProUI and the app runs fine again. I made no other changes to the project, infact I spent all day with this initially deleting all other plugins to track down the issue. ProUI was the last thing I removed.

    The only error I got while remotely debugging on device was:

    > Uncaught (in promise) TypeError: Cannot read property '0' of undefined
    at C3.Runtime._LoadDataJson (scripts/c3runtime.js:454)
    at C3.Runtime.Init (scripts/c3runtime.js:454)
    at async f._InitDOM (main.js:5)
    at async f._Init (main.js:5)
    

    I think that's pretty vague, but it might help you.

    Hopefully you can fix this issue soon!!

    Let me know! Thanks

    Simon

    Hi Simon, thanks for reporting the issue.

    Can you please contact me on discord.gg/r86m64

    username = Aekiro

  • Menu -> View -> Addon Manager -> Install new addon

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  • It will support worker very soon. I'll let you know when it does. Thank you.

  • Mikal Interesting! How does it work with multiple instances? For example if I have 3 green 'parent' sprites and 10 pink 'child' sprites - which children will be linked to which parents?

    Also, is it possible to choose which properties are copied from the parent object? For example, I want to copy position and angle, but not scale and opacity.

    You can try it out here: construct.net/en/make-games/addons/367/game-object

    And it is not possible to choose which properties are copied.

    As Rory said, it does have limitations due to the fact that C3 builtin addons were not made to work with a scene graph/objects groups. But it's alright for UIs.

  • A collection of behaviors to help you make nice UI in no time.

    You can check it out here :

    aekiro.itch.io/proui

    Questions and Suggestions are welcomed.

    For bug reports, either post in this thread or message me on:

    discord.gg/r26yW59

    username = Aekiro

  • ok thanks.

    The issue is already opened here:

    github.com/babel/minify/issues/976

    A workaround that worked for me is to put the declaration of l = array.length outside the loop.

  • the C3 minifier (simple mode) turn this part of my addon code :

    children_update(){
    	if(!this.children.length){
    		return;
    	}
    	var inst,wi;
    	for (var i = 0, l= this.children.length; i < l; i++) {
    		inst = this.children[i];
    		wi = inst.GetWorldInfo();
    	
    		//updating the child's global coordinates when the parent global coordinates changes.
    		wi.SetXY(wi.GetX(),wi.GetY());
    		wi.SetAngle(wi.GetAngle());
    		wi.SetBboxChanged();
    	}
    }
    

    to this:

    children_update() {
    if (this.children.length)
    for (var e = 0, t = this.children.length, a, n; void 0 > e; e++) a = this.children[e], n = a.GetWorldInfo(), n.SetXY(n.GetX(), n.GetY()), n.SetAngle(n.GetAngle()), n.SetBboxChanged()
    }
    

    the void 0 > e is breaking my code, the loop does not work.

    Also, when I put some console.log before the loop and inside it. The loop is minifed correclty; no more void 0 > e.

    So what's going on ? thanks.

  • From the doc (sdkbehaviorinstancebase) it says:

    Tick()

    Optional override that is called every tick just BEFORE events are run after _StartTicking() has been called.

    However when I test, Tick() get executed AFTER the "on start of layout" event in the eventsheet.

    So how come ?

    Thanks.

  • If we go from layout A to B, the Release() method of C3.SDKBehaviorInstanceBase of the objects of A get executed way after the start of layout B.

    I expect Release() to execute as soon as the correspondent object is destroyed and before we go to B.

    I need to do some clean up in Release() but they get executed too late, and they mess up stuff that was done after B start.

    Is there an alternative to Release() that get executed right after the object is destroyed ?

    I don't want to use this.runtime.Dispatcher().addEventListener("instancedestroy", function)

    Thanks.

  • And on C3 desktop, we would like to be able to use external editors.

Aekiro's avatar

Aekiro

Member since 13 Nov, 2015

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