piranha305's Recent Forum Activity

  • I was trying to emulate. the picking of object that were created on the same tick. like what happens when using "Spawn another object"

    on the SdkType for the Sprite, there are 2 functions BeforeRunAction(method), and AfterRunAction(method) which are essential to keep track of the instances.

    These function on the sdkTypes are called automatically by the framework for certain ActionTypes

    CallBeforeAfterHooks() { return this._actionType === 3 }

    Is there a way from the addon sdk to control, what type of action this is? or to trigger the hooks? I have been trying to reverse engineer this for a few hours, thought it might be better to ask?

    I know actionType === 1 is for User Scripts, but that is as far as i have gotten

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  • I've been holding off on exploring the custom actions, but what are the general pros and cons of custom actions vs. built-in functions?

    On the surface it "seems" like built-in functions but with copy-picked enabled.

    You get polymorphism with families. when different object types have the same custom action.

  • Recently a signal trigger condition was added to last beta. currently only way to emit signal is through the event sheet? Is there a possibility of adding this functionality to the JavaScript API?

    Currently we can work around this with creating an event sheet function that emits the signal and just call that function.

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  • I had made a video where I go over one of the use cases for this in a game I am working on. https://www.youtube.com/watch?v=MEQtDCqeDu4&t=43s&ab_channel=Piranha305

    the video is quite long but, in a nutshell, I had a color picker system that was used on multiple layouts and when a new color was selected, I would create and dispatch a color-changed event (I would attach the hex value to the event data)

    I did run into a few issues removing events, and getting unintentional duplicate events, so I created a manager class to ensure events would not be duplicated and cause issues and also to keep a function reference used to remove events.

    But to consume the events you just need to call addEventListener on the instance.

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    Been working on some card games prototypes recently, took some inspiration from Slay the Spire, for this one. I'm thinking is going be a rouge-like, where you need to rebuild you deck each run, and each character will start with specific cards. there are also equipment cards, that will modify the cards or give specific effects. what do you guys think? would you play something like this?

  • fingerskier Okay I think I might know what might be happening, so when you make changes to the addon code in c3ide, you need to click on the button that says (Compile Only)

    this process get ran when you click Test C3 Addon, that step is what create the actual files that will be served to construct. this is needed because the way c3ide handles the addons files differs from the final structure of the actual addon. its what combines all the aces into the ace.json/the lang.json/ and the actual implementations, so when you make changes in order for it to be reflected in files the web server is sending to construct you need to rerun this step. (you can leave the web server on while you run this process)

    Also There is a setting in options called Compile on Save (which will do this automatically when you save the project), so you can just start the web server, and when you make changes and save, it should good to go on the web server. i don't recall if you still need to restart construct, i don't recall if they cache the dev add when it loads?

  • fingerskier I just pushed out an update to c3ide to set "Cache-Control: no-store" header to all the responses, please let me know if you run into any issues!

  • You can probably simplify all those creates actions, by adding an instance variable to the thumbnail (with the name of Meme) then on Mouse Click - Create Object By Name and pass in the instance variable of the thumbnail.

  • yeah a feature request would be a good idea, but all my votes have already been used on other bigger features, plus these smaller feature request sometimes get overlooked, because everyone wants the shiny cooler things (including myself).

  • Yeah ended up with a different solution using properties on the tiled behavior itself and foreach because I had multiple instances. but all is good now.

  • Is there a way to check when the tiled behavior completed a movement? I was expecting an on movement finished trigger. I guess I have to use extra variables to keep track of it? Or is there some other way to check when the movement finishes?

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  • Currently I see setters for all the properties but not for "Ping Pong"/"Loop" setting of a tween, is there currently a way to modify these properties after the tween has been defined?

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piranha305

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