Not yet, sorry. I'm really busy at the moment..
I'm currently working on Everworld Island for Steam, FB Instant Games etc. :
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With Construct 2, this game was not possible (too slow), but with Construct 3 Runtime, it's fast enough :)
More Info: massive-cube.com
In preview mode your files aren't uploaded anywhere, so they cannot be fetched normally. This is what the Asset Manager is for: it handles requests for you to make sure they work on all platforms. In this case you need to use something like this in an async function: > scriptElem.src = await runtime.assets.getProjectFileUrl("myscript.js");
In preview mode your files aren't uploaded anywhere, so they cannot be fetched normally. This is what the Asset Manager is for: it handles requests for you to make sure they work on all platforms. In this case you need to use something like this in an async function:
> scriptElem.src = await runtime.assets.getProjectFileUrl("myscript.js");
I think it works. Thank you :)
How i can attach a script in the "Files"-Folder at runtime?
runOnStartup(async runtime => { // Code to run on the loading screen runtime.addEventListener("beforeprojectstart", () => OnBeforeProjectStart(runtime)); }); function OnBeforeProjectStart(runtime) { // Code to run just before 'On start of layout' // on the first layout. Initial instances are created // and available to use here. runtime.layout.addEventListener("beforelayoutstart", () => OnBeforeLayoutStart(runtime)); runtime.addEventListener("tick", () => Tick(runtime)); } function OnBeforeLayoutStart(runtime) { // Attach the script from the files folder.. var filesScript = document.createElement('script'); filesScript .setAttribute('src','testscript.js'); // Don't work document.head.appendChild(filesScript ); console.log("-------------------------------"); } function Tick(runtime) { // Code to run every tick }
I got the error "Failed to load resource: the server responded with a status of 404 (Not Found)".
Oh yea. I have forget some discontinued plugins too (npm websocket server module). I can't easy use node-modules in construct 3.. thats why i don't release any "node-modules"-plugins.
This is the "idea" for that: construct3.ideas.aha.io/ideas/C3-I-786
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Not a plugin exactly but I did make a custom tmx importer for C2, which split the imported tilemap to appropriate layers etc. It was a python script that would modify the capx itself. I did attempt a C3 plugin that could do the same thing with the drag-drop feature but had to give up as there's no API for accessing tilemap data.
Not a plugin exactly but I did make a custom tmx importer for C2, which split the imported tilemap to appropriate layers etc. It was a python script that would modify the capx itself.
I did attempt a C3 plugin that could do the same thing with the drag-drop feature but had to give up as there's no API for accessing tilemap data.
Sounds great. I think, for construct 3, you can make this as a plugin with:
construct.net/en/make-games/manuals/addon-sdk/runtime-reference/addon-interfaces/tilemap
Interesting!, so are you doing the plugin for free release? Or for a paid version?
I don't know yet (paid or not). Its a very large API. I'm thinking about doing that with the new inbuild-script-system from construct 3 or as a plugin...
It would interest me, what plugins from any developer is currently not public yet?
Ok, i'm start with the list.. my "hidden" Plugins:
construct3.ideas.aha.io/ideas/C3-I-786 )
I have a very early (non public) experimental plugin for construct 3 runtime. When i have more time, i continue the work on it.
Construct 3. Run's a lot faster then Construct 2 (Tilemaps etc.)... and i think (for me), it's not expensive. :)
github.com/rexrainbow/C2Plugins
github.com/rexrainbow/C3Plugins
Here the Construct 3 Version: https://drive.google.com/open?id=1DbMLxEq8TsQIuFGb91gOBfoTjm2JhE6G
Member since 18 Oct, 2016
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