Aekiro's Forum Posts

  • A collection of behaviors to help you make nice UI in no time.

    You can check it out here :

    aekiro.itch.io/proui

    Questions and Suggestions are welcomed.

    For bug reports, either post in this thread or message me on:

    discord.gg/r26yW59

    username = Aekiro

  • ok thanks.

    The issue is already opened here:

    github.com/babel/minify/issues/976

    A workaround that worked for me is to put the declaration of l = array.length outside the loop.

  • the C3 minifier (simple mode) turn this part of my addon code :

    children_update(){
    	if(!this.children.length){
    		return;
    	}
    	var inst,wi;
    	for (var i = 0, l= this.children.length; i < l; i++) {
    		inst = this.children[i];
    		wi = inst.GetWorldInfo();
    	
    		//updating the child's global coordinates when the parent global coordinates changes.
    		wi.SetXY(wi.GetX(),wi.GetY());
    		wi.SetAngle(wi.GetAngle());
    		wi.SetBboxChanged();
    	}
    }
    

    to this:

    children_update() {
    if (this.children.length)
    for (var e = 0, t = this.children.length, a, n; void 0 > e; e++) a = this.children[e], n = a.GetWorldInfo(), n.SetXY(n.GetX(), n.GetY()), n.SetAngle(n.GetAngle()), n.SetBboxChanged()
    }
    

    the void 0 > e is breaking my code, the loop does not work.

    Also, when I put some console.log before the loop and inside it. The loop is minifed correclty; no more void 0 > e.

    So what's going on ? thanks.

  • From the doc (sdkbehaviorinstancebase) it says:

    Tick()

    Optional override that is called every tick just BEFORE events are run after _StartTicking() has been called.

    However when I test, Tick() get executed AFTER the "on start of layout" event in the eventsheet.

    So how come ?

    Thanks.

  • If we go from layout A to B, the Release() method of C3.SDKBehaviorInstanceBase of the objects of A get executed way after the start of layout B.

    I expect Release() to execute as soon as the correspondent object is destroyed and before we go to B.

    I need to do some clean up in Release() but they get executed too late, and they mess up stuff that was done after B start.

    Is there an alternative to Release() that get executed right after the object is destroyed ?

    I don't want to use this.runtime.Dispatcher().addEventListener("instancedestroy", function)

    Thanks.

  • And on C3 desktop, we would like to be able to use external editors.

  • Great plugin but has bugs :(;

    There's a bug where 2 instances are rendered black when set on different frames of same animation.

    Is it possible to have different instances not share the current frame/animation ?

  • Cool game, surprisingly fast on a low end device (redmi 5).

    Pros:

    - Funny

    - Cute art even though I'm not into pixel art.

    Cons:

    - The tutorial at the beginning explains trivial stuff so it's pretty useless, player can figure everything out by themselves.

    - a story that has been told a million times

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  • blackhornet thank you for this super helpful utility.

    I see that it also generate templates for the C3 runtime files but for example for the instance class in instance.js it would be nice if it names it behaviorIdInstance instead of the default MyBehaviorInstance.

    Same thing in behavior.js and type.js.

  • For whoever has an issue with flipped text when pasted; comment this line in Acts.prototype.PasteObject() :

    inst.height = -inst.height;

    I dunno if it breaks anything though, but it seems that it does not.

  • Ashley Sorry to bother you, but would this be possible to achieve?

    Thanks.

  • Hello,

    While I develop my addon, whenever I make a change in my addon files I have to :

    - open the console in C3 and check disable cache (otherwise C3 will not pull the latest version of the addon after you restart C3)

    - restart C3

    - open the project again in C3

    - press preview then test my changes

    In C2, all I had to do after I make changes was to refresh my preview in chrome.

    Can we have the same thing in C3 ? Ashley please.

    Thanks.

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  • Thank you so much, this is exactly what I need; but the https server does not work. I hope you can look into it.

  • This is a slightly better way:

    You import all the spritesheet in the default animation.

    Then you duplicate the default animation as many times as there are animations in sheet.

    Then for each animation you delete the frames not belonging to it.

    Hope that helps.