C. Dev's Recent Forum Activity

  • New alpha version is out! Click the link below to download the current demo:

    Also unfortunately, as the funding is not yet sufficient, this will be the last version for the time being

    opencollective.com/construct-community/projects/3d-editor/updates/new-0-7-alpha-release-coming-soon

  • Added texture support, families and layouts to the plugin!

    You are now able to preview and edit any Construct 3 template:

    youtube.com/watch

  • > (if Ashley reads this: please reach out, I will need a small expansion in the edittime SDK (only one extra function) to make this project fully work with the best user experience possible and without needing to hack the editor and potentially risk future developers projects)

    If you wish to submit a feature request you can do so here.

    Done: github.com/Scirra/Construct-feature-requests/issues/371

    would greatly appreciate if you look into it

  • does each object, gets its own tab in the extension? how would that scale to many objects? would there be an easier way to filter? this is amazing btw...

    Yeah so far each object has their own tab

  • > (if Ashley reads this: please reach out, I will need a small expansion in the edittime SDK (only one extra function) to make this project fully work with the best user experience possible and without needing to hack the editor and potentially risk future developers projects)

    Really cool, fascinating to see such a smooth 3D editor!

    That last sentence is worrying...

    A plugin at runtime breaking is one thing; open your project, run the game, errors and cannot play, but at least you can still open your project. But an edittime plugin breaking, wouldn't that mean possible corrupt projects one day if unlucky?

    At minimum maybe a check to see if you have personally verified each C3 release would work with this editor, just to prevent risking anyone's projects.

    Maybe never use the hacky stuff, even if limiting, and rally the community to get whatever functions are needed. Even if you made a bleeding edge editor that does absolutely everything Unreal can do, it's not worth it if it could destroy a project suddenly.

    I am assuming "risk breaking developers projects" means corrupt projects, as if this simply stopped working on an update, then that's not so bad, simply cannot use the 3D editor until it's updated, so what else could break? Correct me if I'm wrong!

    Hi, no the plugin is only made of documented features and will therefore be very very unlikely to break projects. What I was referring to is that the plugin could "break" the editor and will force a reload of the editor page. If you have unsaved changes these might be lost. However I do not plan on integrating undocumented features that have a high risk of potentially causing somthing like this. I just like to have a new function in the Editor SDK that I wish Ashley would implement.

    No worries though - future users will be on the safe side with their projects

  • Hey Construct Community!

    I've been working on a plugin for some time in my free time to make editing 3D layouts in Construct 3 a lot easier. The aim of the project is to create a complete 3D viewer in real time as an extension to the current Construct 3 editor. I have regularly shared my progress so far on the Construct Community discord and have already received good feedback and improvements 👍. Now I would like to ask around in the forum to see if there is any feedback on the project! There is a link below that reflects the current status of the project - an Open Collective page should also follow soon

    (if Ashley reads this: please reach out, I will need a small expansion in the edittime SDK (only one extra function) to make this project fully work with the best user experience possible and without needing to hack the editor and potentially risk future developers projects)

    Video:

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  • Hey there,

    I've just discovered an issue while using the DOMHandler in a plugin.

    I have this code for defining the message handlers:

    this.AddRuntimeMessageHandlers([
    ["open", (id, scopes, callback) => this._OpenWin(id, scopes, callback)],
    ]);
    

    Sadly only the `id` param is defined. All other ones (`scopes` and `callback`) return undefined while using.

    not sure if I do something wrong in calling the func:

    Can anyone help me with this?

    Tagged:

  • Nevermind, I fixed it. I guess the issue was that defined the file in the plugin.js 2 times...

  • Hey there,

    I am using DOM-script for opening a new window in worker mode. But since a few days I am getting this error:

    It is caused by this:

    Does anyone know what the issue is?

    Tagged:

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C. Dev

Member since 20 Feb, 2021

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