ppstudiomty's Recent Forum Activity

  • SmartUI Commercial Launch Announcement

    Today is the day! After a long and exciting journey of development, Smart UI is officially available in its commercial version!

    I'm beyond excited to finally share the framework with the Construct 3 community. Creating polished, interactive interfaces in Construct 3 has never been easier. No complex coding required! Take advantage of the built-in features!

    Highlights. Free non-commercial version has been updated, please download the latest version of the addons to have access to the newest features.

    Try it out today! Whether you're working on a passion project or a commercial game, Smart UI will take your UI to the next level!

    Thank you all for your support – I can't wait to see what you create with Smart UI! 💙🎮

    TristanMX / Pixel Perfect Studio

    Get a 60% discount during the launch week. Sale ends on March 3rd, 2025.

    Get it now at

    store.pixelperfectstudio.mx/product/smart-ui-indie

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  • store.pixelperfectstudio.mx/smart-ui-framework

  • Hi ibiz ! All my addons are available and published. Perhaps you are having problems on your end. All my sites and itchio page are up and running with no interruptions. If you need assistance I'm glad to help, please reach out in discord.

    BTW. I don't have any data+ addons for sale, you may be confusing the addon developer.

  • A new video featuring Smart UI and showcasing it in my latest educational game had just been published.

    1. You will see it in action, while some details about the design are explained.
    2. In the final part of the video you will see also how I'd recommend you organize your UI elements.
    3. With runtime-creation capabilities, your layouts and objects will be better organized than before.

    Youtube:

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  • Smart UI Launch Date - Feb 21st, 2025

    It has been a long journey since I decided to create a UI framework for Construct 3. For the past eight months, I've been working hard on a set of components that are flexible, reliable, and easy to use. But most importantly, they are designed to have a long lifespan, ensuring they remain functional as long as Construct 3 does by relying solely on officially documented features.

    Now, the time has come to release a commercial version with unlocked capabilities, major technical improvements, and some handy new features. This update includes upgrades for the GridLayout, ScrollView, and ProgressBar.

    SmartUI will be officially launched on February 21st, 2025, with a 60% discount available until March 3rd. During this period, I will be hosting a sale on all my plugins.

    Full post: ppstudiomty.itch.io/smart-ui/devlog/885345/smart-ui-launch-date-feb-21st-2025

  • Correct. If the plugin doesn't support meshes, there's nothing you can do to force it. I'm not aware of any exposed api to create a mesh on a custom plugin. But you can explore inheritance... could work.

  • Not all objects support meshes. You can pick an instance then {instancePicked}.plugin.supportsMesh.

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iplugin

    The documentation can be hard to navigate on what regards to addons, you will have to look into the scripting documentation to complement the addon docs.

  • It's really a shame. There's a lot of potential if we could also build within the official framework. More complex and well integrated addons could be developed. Prompts and alerts look messy. For instance, theres a 3D level editor in progress in the community that looks very promising. Just to mention one, but if we could have the ability to work within the editor's UI lots of nice things can be created.

    Btw. I also noted that some UI features are used by the official addons that are not available for devs but I believe are needed. For instance, setting a plugin property field enabled or disabled for input just like the physics addon does would help a lot. My plugins are complex, and some properties depend upon others, and/or are ignored depending on which fields are checked. Do you think that at least improvements like those are possible? I filed a feature request while ago that could be worth looking into. Didn't mentioned this there, but I could add it.

    github.com/Scirra/Construct-feature-requests/issues/309

    I suggested it for behaviors, but that's applicable also for plugins.

  • It will only be released when you close the project. It will not be released if deleted, because you can press undo and it will come back.

    Is there a way to react whenever these changes and undo-points happen in a singleglobal plugin is removed?

    For this scenarios:

    1. Add a single-global plugin to the project. Then I instantiate additional DOM elements and register listeners in the editor needed for the plugin.

    2. Remove the single-global plugin from the project. I need to remove the DOM components and disconnect the listeners.

    3. If an undo is executed, I need to re-initialize those components and listeners.

    4. If a redo to remove it is done, same as in step 2. I must remove the components and listeners.

    Or at least a way to verify if the plugin is currently in the project. Because the inst variable is always set. Thus, I can't validate if it's null.

  • Ashley I just found out that the SDK.IInstanceBase.Release() method is never called when you remove a GlobalPlugin from the project. Is that supposed to happend? Should I file a bug?

    In one of my plugins I need to instantiate additional components that register listeners in the main window in c3 editor, not at runtime when running the game but when working in your project. So, I need to release those listeners if the plugin is removed from the project.

    Thanks!

  • Hi Community! I'm more than happy to share with you some highlights about SmartUI.

    I've been running more testing, bug fixing and developing a couple of additional features within the same addons to provide more flexibility and potential for the framework. So, finally I've come to the point of freezing what I consider will be the first commercial version of the addons. I'll be polishing some details and prepare the announcement of the first commercial release in the following days.

    Special thanks to maryse0 and Titanium for providing early feedback.

    Stay tuned for the upcoming announcements including the release notes which already includes Radial Progress.

    Don't forget there's a Free non-commercial version already available.

  • What I mean is that I can still open version R296 now, but what will happen after July when SDK1 is completely unsupported? Old projects may not be accessible at all. What I want to know is whether a version that still supports SDK1 can be retained after full SDK1 deprecation, so that we can maintain and make minor changes to our old projects without needing new features.

    SDK v1 is available r388.2, which was the last stable sdk v1 in my opinion. As long as you remain r388.2 or less, you should be good to open your old projects. After that release, scirra made multiple changes that also affected the sdk v1 and I'd rather avoid to keep it "clean".

    As chadory said, this seems to be supported indefinitely. On the other hand, the LTS version will be available for around 2 years, it will support sdk v1 and sdkv2 and will contain the latest c3 improvements.

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ppstudiomty

Member since 16 Oct, 2017

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