sagispin's Recent Forum Activity

  • They will be duplicated. There is no deduplication in the dependency system at all, the same would happen with external scripts. Do you need it, and if so what for?

    i want to separate the logic and the visuals of my games, by using external javascript file genrated by typescript.

    the scripts can communicate with the game using "c2_callFunction".

    i dont know how to make my scripts available to construct 3 preview mode.

    i want the benefits of writing oop code in typescript

  • this might have happend because the bumber was too long

    im going to split the number to 2 parts

    right and left side of decimal point

    im going to use the rounding only on the right part and the sum 2 parts

  • i have this function:

    round(number*1000000000)/1000000000

    i use it on all of my sprite font numbers, in order to avoid floating points error.

    This work for 99% of the cases, and fixes most error caused by multiplying numbers

    Yet, a number like this: 4418829.9

    will be converted to: 4418829.900000001

    i need to support up to 6 digits after dot

    i dont understand how float number works and i need help

    *simply removing a single 0 from 1000000000, seems to fix it for this specifc number

    *i thought also trying to cut the last digit because i dont need that many

    *but, if i try those fixes i will not know for sure the problem is fixed

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  • +1 vote

    this is much needed, spriter has many asrtistic limitaisons

    (no animation inside animation comon...)

  • [suggestion]

    in my game

    i have 17 scon files - 7.8MB

    picture folder (With tiny png compression) - 6.80MB

    audio - 7.88MB

    i dont see any reason spriter logic needs to take that much space

    the problam is that the scon files are in json format, and there are many duplicate strings like:

    "abs_x","abs_y","name"....

    this is a ton of work, because the plugin code need a complete rewrite

    but maybe... if it not too late for C3

  • Reuben thanks for sharing!

  • rexrainbow

    im waiting for C3 to become more stable, and have more plugins.

    but untill then i will use the nickname behavior, i can enforce a nickname behav string to be the object name and avoid bugs, by running an exe that checks the xml files of the project.

  • i think i found my answer:

    "This isn't supported because as part of minifying and obfuscating your project on export, object names are removed to make it even more difficult to reverse engineer a project.

    Allowing creating objects by a variable would then force C2 to include the original names of all objects, possibly making it easier to reverse engineer the project. TBH I think the best solution is a series of subevents like you've shown."

  • is there a way to create object by name withought the nickname behavior?

    foreach (var typeName in runtime.types)

    if(typeName == requestedType)

    create instance (runtime.types[typeName])

    this results an error for some reason

  • i really want to use a certain font but it is misisng some letters i need.

    im using this font a lot so i thought about edting the font file (.tff), but i couldnt figure it out.

    currently, i end up edting the exported json and png file, but i would love to have some sort of feature to help me with this

  • i love using rex z-order plugin:

    http://c2rexplugins.weebly.com/rex_zsorter.html

  • this is just my way of overcoming this potensial bug:

    https://ibb.co/j0jmVv

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sagispin

Member since 29 Dec, 2015

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