I don't know if there is a doc or not, but this is how C3 actually works
(you can think of events as signals sent for you by the engine).
You can check youtube for more details
youtube.com/watch
Basically you decouple the event sender from the event receiver.
So instead of using this line:
On Player Created -> Call Enemy Jump Action
You instead do:
On Player Created -> Send Signal named "PlayerCreated"
On Signal "PlayerCreated" -> Call Enemy Jump Action
This is useful because now the player doesn't care about the enemy and vice versa. Each one of them can use its own event sheet and logic. Unlike the first example, which if you delete Enemy, or move the Player code to a project that doesn't have Enemy, the code will break (because Player and Enemy are dependent on each other).
The event-based game architecture is well-known in the industry, and you will find lots of videos about it.
I came here looking for a solution to the objects overlapping issue ...
Thank you! Great to see this many community requests implemented :)
Amazing! HTML and RTL are super cool, Thank you!
"Project Properties: option to disable spritesheets"
What is this used for please?
Amazing! Thank you.
Feel free to add it to the feature requests. Hopefully it gets added:
construct23.ideas.aha.io
Thank you.
How to use "--construct-scale" CSS variable, please?
Thanks a lot for listening to the community!
Amazing update!
Thank you for implementing community feedback!
Thank you for adding my suggestion so fast :)
Custom actions are super cool!
Also really happy to see some ideas from construct23.ideas.aha.io make their way to patch notes, thank you!
Suggestion: I like event sheets, but I still can't wrap my head around all the available JS APIs. I already know ES, and I don't want to learn C3 API from scratch. Is there a way to show which events/action relate to which API; so you help users make an easier transition (if needed) to JS from an ES background?
Blender are doing something super great with their script API: when you hover over a UI button in the editor, it will show a description tooltip which also includes the API call corresponding to this button.
This is actually how I learned their scripting! I made the 3D object I wanted using UI, then hovered over them to know their corresponding API calls, then coded them.
Sounds promising.
One of my projects used C3 MP to create a server and client. Same game and mostly same code, but the server had some more features.
It will be really great to see a client-server RTS game from C3. Will it be possible for some users to separate the server code and run it on a server instance?
I.e. instead of client-host, there will be 2 C3 clients and 1 C3 host that acts as a server and links the 2 clients together.
Thank you for listening and making debugging easier for big games!
Member since 3 Dec, 2013