Chadori's Forum Posts

  • What's the decent way to share a property of a single object plugin to all other single object plugins?

    So, I don't have to include the same property to each plugin.

    Thanks a lot in advance for the time.

  • I recently bought an startup business license, but unfortunately I vinculate it with the personal account of my employee. It's possible to transfer the license to the company account?

    You can get that fixed by contacting Tom or the Construct Team through email via support@scirra.com.

  • You do not have permission to view this post

  • Rable

    I emailed Toby R about a possible update of MM_Preloader.

    By the way, I think you are wrong and MM_Preloader can actually preload items which aren't on target layout. Just use "Add object", start preloading and you can preload any object from the project. Tell me if I missed something but I'm quite confident that's how it is working.

    No, I am not wrong. I used that addon a lot of times and used all the possible combinations I could think of. What you are referring is a workaround, which is messy as it includes the use of a Global Layer and both side of layouts that have to handle it.

    I already replicated the MM_Preloader through events except the Get Object Class from the target layout. It is actually more responsive and preloads faster through events.

    As I said, TobyR knows he can't port it, he already said that. Well, at least he can't do it without doing some hacks, which he knows is not recommended in a volatile software like Construct 3. It's not recommended by the Construct Team.

    Although, as I said, you can make a basic version of the MM_Preloader currently with the SDK, just without the Get Object Class from another layout. But that is not ideal, you can just make it through events and you'd have a more responsive effect. And that is just a workaround in the first place, not the real preloader support.

    What I am suggesting is a better solution to MM_Preloader. That does not only let us preload objects from a target layout but also introduce and preload a new object to the target layout.

    And this isn't a experimental thing. Most Game Engines have some kind of support for this since it is supposed to be a basic need for asset loading. But Construct seem to have missed this because of the layout-by-layout preloading, which was suppose to solve everything. But didn't take into account larger and dynamic grouped assets.

    Rable

    Oh no... These addons are such a mess in the long run! :(

    No SCML, no LiteTween, no MM_preloader, none of Rexrainbow's addons...

    Hopefully someone will show up and port these.

    Not really... The SCML plugin is not a problem since it can be ported soon. Some of Rexrainbow's addons are compatible and can be ported to the C3Runtime, a lot are already ported. And we have a few Tween plugins for Construct 3 Runtime.

    For example, Tweeen : https://www.construct.net/make-games/addons/163/tweeen

  • Upvoted +3.

    In the meantime, the plug-in MM_Preloader by Toby R allows to do so.

    https://www.scirra.com/store/construct2-plugins/mmpreloader-layout-preloader-3620

    I used it for Healer's Quest and it is awesome.

    No idea if it works with the new C3 runtime though. And it only preloads, no unloads.

    Thanks a lot for voting, that could help.

    The MM_Preloader can't be ported to the C3 Runtime though, that is the point. Unless, we dig up the Construct 3 Runtime for the references, but even still then, the assurance of its continuous compatibility can't be assured. So, an official one is the most viable.

    Especially when even the MM_Preloader has its own limitations. For example, Preloading objects that aren't on the target layout, which is useful if you want to load assets depending on the users input. This likely requires core implementation to achieve.

    Though, we could make a simple C3 Preloader plugin but that would just be similar as using the event sheet as I do currently, which is individually preloading/create object from an array. It is hard to manage it through layers and events compared to letting the core manage it.

  • I spent a while profiling the Endless Runner template on a Win10 x64 system with a GTX 1060 card and couldn't see anything out of the ordinary. A profile showed it did occasionally skip a single frame.

    > Runner template on a Win10 x64 system with a GTX 1060 card

    Same except I have a 1070. But isn't the CPU playing more of a role than the GPU in this case? Unless I'm confusing something the cpu usage spikes whenever a jank happens, right?

    I can see how those are normal for a GTX 1060 and GTX 1070. But at those level... Guys, mind you we are talking about simple game templates here.

  • I can't download the public addons "You can't access this website"...any idea why?

    It seems the URL Shortener service I used is down. For the meantime, here are the original links.

    Photon :

    onedrive.live.com/redir

    Josek Cordova Native Dialogs :

    onedrive.live.com/redir

    CranberryGame Grid :

    onedrive.live.com/redir

    hmmg Layout Transition :

    onedrive.live.com/redir

    Rex Comment :

    onedrive.live.com/redir

    Rex_MoveTo :

    onedrive.live.com/redir

    Bounded Drag n Drop :

    construct.net/en/make-games/addons/91/bounded-drag-drop

  • Here we go again... No, honestly the Original Poster (OP) has a good point... But still, here we go again.

    Anyway, yeah it's even worse on mobile. I personally experience the janks, but at the end of the day, it comes to.

    1. Can you prove it?
    2. Do you have time and resources to make a case?

    I'm thankful someone addressed this though. Because we really need proof and a test case right now.

  • Mobile Essentials Sale "50% Off" Limited Time Offer!

    Get it now : construct.net/en

    Happy Game Development!

  • The Construct plugin for supporting and extending mobile browser features into Android, IOS, MACOS and Windows.

    The Mobile Browser extends the features of the default InAppBrowser, useful for Mobile Authentication, Browser Popups, Browser Redirects, Webview Preview, IFrame, HTML + CSS DOM extensions and etc.

    Complete Utilization :

    This plugin includes all the features of the Mobile InAppBrowser into one single, efficiently made package. It supports all major platforms even desktop, as long as it is Cordova built.

    Benefits :

    1. Supports Mobile.
    2. Supports Cordova Desktop.
    3. Supports Android, IOS, MacOS and Windows.
    4. Worry-free. Well-tested and ready for use. No sorts of programming required.
    5. Construct 3 Runtime.
    6. Construct 2 Runtime.
    7. Real-time Support on Discord.
    8. C3 Build Service Support.
    9. Phonegap, Cocoon.IO and Cordova CLI.

    Get it now : construct.net/en

    Happy Game Development!

  • I went ahead and tried one of my projects that uses MoveTo Behaviour with the C3 New Run Time and it gave me a black screen, the Logs it shows me that error is related to MoveTo Behaviour but I'm not sure if its something to do with my events or the Plugin, do you have any idea what it could be??

    I'm not sure if this can be of any help

    https://www.dropbox.com/s/okrot7fk1v12sb6/Image%20001.png?dl=0

    https://www.dropbox.com/s/vk5nmjz5skogjbj/Image%20002.png?dl=0

    Thanks

    Yeah, I do have an idea.

    It seems I haven't fully ported some actions. Will try to fix it as soon as I can.

    By the way, nice rig! A GTX 1070 huh... I only use a GTX 1050.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have ported the Layout Transition Plugin by hmmg into the C3 Runtime. Feel free to use it.

    Refer to the link: construct.net/en/forum/construct-3/plugin-sdk-10/construct-3-runtime-a-few-cons-137539

  • I have ported the Photon Plugin into the C3 Runtime. Feel free to use it.

    Refer to the link: construct.net/en/forum/construct-3/plugin-sdk-10/construct-3-runtime-a-few-cons-137539

  • I have ported a few plugins to support my project with the C3Runtime. So, feel free to take advantage of the plugins I have ported, if you have it on the list.

    Public Addons :

    1. Photon : http://bit.do/ev53T
    2. Josek Cordova Native Dialogs : http://bit.do/ev53Z
    3. CranberryGame Grid : http://bit.do/ev54a
    4. hmmg Layout Transition : http://bit.do/ev54e
    5. Rex Comment : http://bit.do/ev54g
    6. Rex_MoveTo : http://bit.do/ev54j
    7. Bounded Drag n Drop : http://bit.do/ev54k

    Public Addons can be downloaded immediately.

    Rex_MoveTo has a feature Stop by Solid, which I didn't include but you can add it yourself.

    TobyR Addons :

    1. _Set Plugin : This is TobyR's commercial addon so I will only share to those who have purchased.
    2. Globals : Full : This is TobyR's commercial addon so I will only share to those who have purchased.

    How to get them?

    • Visit me on the Discord Server : Construct Community.
    • Invite Link : https://discord.gg/G3N57fG.
    • I am one of the member : 'ChadoriXD'.

    ChadoriXD Commerical Addons :

    1. AI Behavior : http://bit.do/ev54p
    2. Self Function : http://bit.do/ev54r

    Aside from that. All of my commercial Construct 3 addons now support the C3Runtime.

    To be announced :

    1. Spriter : It has been proven to be difficult and time consuming. I will just continue it next week.

    Happy Game Development!

  • > If I did offend in a way , sorry about that. I didn't mean it that way. I just wanted to get the point across.

    Oh no your fine man. One thing I did see spark engine a few times but never really looked into it, do you know why it shut down?

    I was just informed by skymen. So, I'm not sure how accurate my information is. But according to what I've recalled, it was because they were losing money and time to get all the features into the engine. Especially when they were also game developers, so they were busy making games while they had no more time to work on their game engine. If I'm not wrong, it seems they didn't even get the chance to make the 3D feature.