rhg1968's Recent Forum Activity

  • Ashley

    I have a plugin that allows you to loop over a json array structure directly and it works well.

    What I am curious about is that I can't set a break point in the loop. Is there some way I need to change the code to give it the ability to have break points set with the c3 runtime ?

    I appreciate any guidance.

    Thank you.

  • I have a very complex game and so far the performance on mobile has been very good. I would need to see your project to be able to offer any suggestions.

  • Ashley

    I didn't, but I will. I just wanted to make sure since it had c2 in the name.

    Thank you

  • Ashley

    Well I did already and that's why I'm asking the question. I saw that you could call c2_callFunction but I didn't know if this is the correct way in the c3 runtime.

    I also feel that this info should be in the sdk manual

  • Ashley

    Is there a c3 public api that I can call a function, using the existing built in function, and pass parameters to it ?

  • I created the JsonManager plugin and just tried your json and it worked fine. First make sure you include it in the project like:

    then in your events you have to initiate the load like

    Then when you run this I get on the screen 660 as expected. You should also be able to load a json as a string but always wait till the json loaded event has triggered

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  • I don't have a way currently to get both directions, but my json manager plugin will take a js sub-object and convert it to a c2 array/dictionary.

    https://www.construct.net/make-games/addons/138/json-manager

    Don't know if this will help you or not.

  • I am seeing the same issue when exporting my game for android but only with the c3 runtime

  • If you have downloaded this plugin previously, please download the latest version 1.3.0.

    The internals of this plugin have totally re-written to fix scalability issues and export issues.

    1. No longer hooked into the Tick event, much more performant
    2. Now only one internal trigger event is created each time you send a message
    3. Removed all logic that was traversing included event sheets, much more performant
    4. Export issues have now been corrected

    https://www.construct.net/wf/make-games/addons/143/event-trigger

  • Ashley

    Final update on this. I am getting ready to upload the new version.

    All my testing looks good and export works correctly.

    I don't tie into the tick event at all anymore and I don't inspect the event sheets anymore. I found looking at how triggers work in the code that it really takes care of triggering events on the included event sheets.

    So the code is much simpler and cleaner and should hopefully suite peoples needs.

  • Ashley

    Just as quick update and a thank you to Ashley and chadorireborn,

    Based on your comments I looked at the problem a different way and I am no longer inspecting the events tied to a layout and my plugin is not tied to the tick event anymore. So far everything appears to be working but I have a bit more testing to do and then I want to make sure everything works upon export before I post the update.

  • I agree it's not optimal, I already have an idea on how to modify to improve it significantly.

    Just as a side note, it is not looping through all event sheets in a project, just the ones relevant to the current layout showing on the screen. Also on every tick it's decided whether to issue a trigger command. It's on the message send command that it currently looks through the event sheets to determine how many events it needs behind the scenes to carry out the logic to determine and handle event being processed possibly multiple times.

    But that is neither here nor there, it was my first stab at making this work since I prefer this type of event organization for my game that I am working on.

    I am working on the improvements now to remove the need to know ahead of time how many triggers are listening for a particular event.

    I hope to have the next version out soon.

    Also note because of the way I did it, it does not work upon export because I am referencing properties that don't exist in the exported runtime vs the preview runtime.

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rhg1968

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