rhg1968's Recent Forum Activity

  • 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.

  • I will think about another way to achieve the same results.

    Thanks

  • Ashley

    In a plugin I made, that appears to work well in preview, I quickly parse included event sheets looking for certain events to set up the initial state of things before allowing the rest of the plugin logic to process.

    Just by exploring and trial and error I am, in the construct 2 runtime, using the deep includes to perform this operation. It works well in preview, but when I export to android it doesn't appear to be working.

    I was wondering are the deep includes the correct thing to look at to examine all event sheets referenced by the displayed layout ?

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  • Figured it out. For the description place holder in the language file you have to use {...} instead of {0} for a variadic variable type

  • Ashley

    Just had a quick question. I am trying to use a variadic parameter type in an action, but I am unsure of how to adjust the display text with place holders to work without throwing an error. With just regular parameters I can {0}, {1}, etc... But it blows up on me if I use a place holder for something that could contain many values possibly. Or is it possible to use that type of parameter in an action?

    Any help would be appreciated. Thank you.

  • Great. I'm glad

  • Not sure what link you are looking for.

    I just uninstalled all if my plugins. Re-downloaded the plugin and sample from

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

    I installed the plugin, loaded the example I downloaded and pressed F4 and it comes right up without any errors.

    Are there any additional error messages in the console ?

  • I uninstalled all plugins that I have added to my construct, which is r104 also, and re-downloaded the plugin and the example. I installed the plugin and loaded the sample and it's running correctly.

    I looked at the error message and I'm not even using a TextEditor control.

    What other plugins have you installed ?

    Wondering if there is some conflict going on between plugins.

  • Do you get that error just starting the example or do you click on a button after it's running and get the error ?

  • I'll have to look into it. I downloaded both from the addon page and it worked. So not sure what is going on

  • Make sure you download the example again. I have changed it with each version of plugin I have uploaded. I just downloaded the one from the website (JsonAddOnTest), and it ran without issue with JsonManager 1.0.1

  • Just published a plugin that allows events to be sent with optional messages attached, that can be caught in one or more events throughout your application.

    The example file included with the plugin shows one scenario where an event sheet is included in two layout event sheets. This included event sheet generates an event, but based on which main layout event sheet is active, perform different actions. A message is also sent with the event that is displayed on the screen. You could also have multiple event sheets respond with some action based on one event.

    This allows you to decouple your a logic a little more than usually possible.

    Hope you find this useful.

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

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rhg1968

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