Mikal's Recent Forum Activity

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    This is how it works in every other engine, because you generally can't access the internal engine in any other software.

    In general, for game engine software, Unity, Unreal, Godot all have plans that allow for their internal engine source to be accessed, changed and rebuilt as needed for addons or different functionality by more experienced game developers.

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    Looking at some of the sample v2 addons, I notice that this is removed:

    GetScriptInterfaceClass()
    	{
    		return self.IMyDrawingPluginInstance;
    	}
    

    My hope is that is because the scripting interfaces for addons will be 'automatically' generated somehow. Is that correct, or is there something else happening?

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    Will Scirra provide assistance to help with porting from V1 to V2, besides the very simple SDK examples?

    Is there a possibility to make a 'wrapper' around V2 SDK to support previous V1 SDK addons or at least for the vast majority of the V1 SDK?

    Can Scirra create a script or tool to translate the majority of an addon (and add comments or highlights where the translation is not possible via automatic translation).

    Ashley - please take a collaborative look at the SDK V2 requests - realize that they are not trying to prescribe your SDK V2 design, they are requests for functionality - which could be implemented in different ways. If the request does not map directly to you design, can you please consider other methods or alternative approaches to the functionality that can be used. We want to work together with you as you promised and make SDK V2 powerful and useful for the new addons which use V2.

  • See the latest release for initial 4.2 runtime and physics support. If you see an issue, please share your 4.2 physics project with information about expected behavior. You can post link to project or send me a DM at Discord (I an in Construct community server.)

  • How would you process the data? Use events or JS?

  • Which version of C3 were you using?

    The update was a change specific for r389, if you were using an earlier version, it would not work.

    Today, I just added a new release 1.819 which is backwards compatible.

    If you see an error, report:

    - C3 version used

    - Platform (mac/win/mobile)

    - Errors seen on devtools console:

    developer.chrome.com/docs/devtools/open

  • Released fix for r389+:

    github.com/ConstructFund/proui

  • Hi Mikal, can you help me?

    my character wears Spine physics in her hair, but doesn't construct the physics doesn't work.

    What can it be?

    Physics are not implemented yet in the addon, I'll need to add 4.2 support, but busy at the moment.

  • Added optional functionality to codesign the fat app (tested with adhoc signature).

    We found that on ARM MacOS codesigning is needed to correctly handle permissions.

  • The retro style is so well done. The grainy noise really hits. How do you create your nice detailed level, do you do in C3 editor or external tool and import?

  • I didn't see the MacOS nwjs universal app binary available yet, so I created a tool that can combine two c3 MacOS arm and intel exports into one fat binary. Don't package the C3 nwjs exports.

    FOSS tool - so C3 could integrate if needed/wanted.

    github.com/MikalDev/fattennwjs

    Tagged:

  • Nice work!

Mikal's avatar

Mikal

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Member since 22 Apr, 2016

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