macube's Forum Posts

  • How i can attach a script in the "Files"-Folder at runtime?

    runOnStartup(async runtime =>
    {
    	// Code to run on the loading screen
    	
    	runtime.addEventListener("beforeprojectstart", () => OnBeforeProjectStart(runtime));
    	
    });
    
    function OnBeforeProjectStart(runtime)
    {
    	// Code to run just before 'On start of layout'
    	// on the first layout. Initial instances are created
    	// and available to use here.
    	runtime.layout.addEventListener("beforelayoutstart",
    								 () => OnBeforeLayoutStart(runtime));
    	
    	runtime.addEventListener("tick", () => Tick(runtime));
    	
    
    }
    
    function OnBeforeLayoutStart(runtime)
    {
    	// Attach the script from the files folder..
    	var filesScript = document.createElement('script');
    	filesScript .setAttribute('src','testscript.js'); // Don't work
    	document.head.appendChild(filesScript );
    	console.log("-------------------------------");
    }
    
    function Tick(runtime)
    {
    	// Code to run every tick
    }
    

    I got the error "Failed to load resource: the server responded with a status of 404 (Not Found)".

  • Oh yea. I have forget some discontinued plugins too (npm websocket server module). I can't easy use node-modules in construct 3.. thats why i don't release any "node-modules"-plugins.

    This is the "idea" for that: construct3.ideas.aha.io/ideas/C3-I-786

  • Not a plugin exactly but I did make a custom tmx importer for C2, which split the imported tilemap to appropriate layers etc. It was a python script that would modify the capx itself.

    I did attempt a C3 plugin that could do the same thing with the drag-drop feature but had to give up as there's no API for accessing tilemap data.

    Sounds great. I think, for construct 3, you can make this as a plugin with:

    construct.net/en/make-games/manuals/addon-sdk/runtime-reference/addon-interfaces/tilemap

  • Interesting!, so are you doing the plugin for free release? Or for a paid version?

    I don't know yet (paid or not). Its a very large API. I'm thinking about doing that with the new inbuild-script-system from construct 3 or as a plugin...

  • It would interest me, what plugins from any developer is currently not public yet?

    Ok, i'm start with the list.. my "hidden" Plugins:

    • Babylon.js Plugin (Construct 3 Runtime)
    • Reload Weapon Plugin (Construct 3 Runtime)
    • 3D Dice Plugin (Construct 3 Runtime)
    • (Discontinued) NPM Websocket-Server Plugin (I need this for that:

      construct3.ideas.aha.io/ideas/C3-I-786 )

  • I have a very early (non public) experimental plugin for construct 3 runtime. When i have more time, i continue the work on it.

  • Construct 3. Run's a lot faster then Construct 2 (Tilemaps etc.)... and i think (for me), it's not expensive. :)

  • R0J0hound

    It's ok for you when i upload/add the effect to the addon-page?

  • Info: I'm ported the plugin for construct 3 runtime.

  • This is not for construct 3 runtime. Only for Construct 3 with construct 2 runtime!

    EDIT: Now, i'm ported the plugin for construct 3 runtime! :)

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  • > With the future of Construct being very open now that 3's runtime has surpassed 2's, I'm personally optimistic for a shift from game engine to "experience engine" that truly embraces HTML5+.

    >

    > This is real blue sky optimism, but would open the engine up in ways suggested above.

    >

    > As an aside, Ashley and Tom recently hinted on a great game dev podcast that there was possibly a change coming to C3 this year that would reinvent how developers use the product.

    One of the problems with C3 is that Ashley and Tom have always focused on the 2D aspect of the engine. They assume that platformers and other retro style games is what C3 should do. While those games do sell on the market, C3 can and could do a lot more. For example, in C2 I wrote teleprompter software for Android devices. While it did work and work well, Google kinda screwed me over on placement and I never could get them to fix it, thus, it never sold. But, it was a concept to prove, at least to me, that Construct could build working apps and not just games.

    Point is, Construct can handle multiple genres of games including HTML5 browser games like Grepolis. The biggest problem to making those kinds of games in Construct is the woeful lack of controls. If for example, you wanted to create a scrolling list box of items, it becomes a nightmare to create and manage. In other IDE's like C# and Delphi, they're easy drag and drop items. Even Unity has a host of plugins developed to make a listbox an easy thing.

    With those form type elements, C3 could be a lot more than just be a game engine.

    Yea, thats right. Currently i have a great offer to build an android-app. But the biggest problem is the complete UI (Scrolling Lists etc.).

    One urgent missing feature for me : scrolling the complete layer by action...