piranha305's Forum Posts

  • ohh yeah, look at that, let me fix that, it seems my fix earlier had on impact on duplication, my bad i am fixing it now

  • Fengist

    Check out the source for some of the plugins i have made or tinkered with, they might be useful? I learned how the plugin sdk stuff from looking at other ppls plugins and reading the documentation. maybe this will be helpful?

    github.com/armandoalonso/Construct3Plugins/tree/master/c3IDE%20Projects

  • yeah no worries, let me know if you run into any more issues.

  • okay i found the other issue you mentioned, it was happening because you need to specify a description, but clicking save without one produced an error, then when you tried to switch window it got confused and thought you created a valid addon (save) but that never completed successfully because of the empty description. that should be fixed and deployed as well. thanks!

  • okay i re deployed a new version, clear that data.db file, restart the app, update, you should be able to re import that addon and compile just fine

  • depending on what is wrong that might not fix the issue reinstalling the app[ will not clear the cache. can you try going here C:\Users\%USERNAME%\AppData\Roaming\C3IDE_DATA where %USERNAME% is your username and delete data.db and restart the app? i wonder if some how corrupted data got saved?

  • okay found the issue, a few weeks ago i modified some of the behavior of the 3rd part files, but i forgot to set some of those property when you import a c3 addon... working on fix now

  • yeah so you tried to attach a file, it failed parsing that file. then due to that file being null, and sneaking past the exception handling it blew up? can you send me the 3rd party file you were attaching? so i can pin point what went wrong? armandoalonso1gsc@gmail.com or you can create a github issue and aattach it? or send it through me on the discord?

  • can you provided the project file? or the file your trying to attach?

  • okay what type of file did you try attaching?

  • Awesome. That is is going to be great! Thanks

  • This is a proposal to be able to interpolate C3 expressions into the javascript snippets that are created inside the event sheet. I am not really sure what the syntax would look like, but i would guess it be something like this

    (assume we have 2 sprite object in the event sheet sprite:player and sprite:enemy)

    On sprite:player collision with sprite:enemy => *js* let variable = {{Player.8Direction.VectorX}}

    or

    On sprite:player collision with sprite:enemy => *js* let variable = @(Player.8Direction.VectorX)

    in the above example @(Player.8Direction.VectorX) / {{Player.8Direction.VectorX}} is replaced with the value from the event sheet. the event sheet picks the player that has just collided with the enemy and runs the java script, when the java script code resolves the interpolation, it will used the picked instances and grab the players 8direction vector x property and store in the javascript variable.

    something like this allows for fluid interaction with the event sheet and the javascript modules. as of now it's pretty easy to send data from javascript to the event sheet via function call, but there is no way to send data from the event sheet to your javascript.

    the draw back to this approach is that the syntax used is not real javascript. and it could confuse people who are not familiar with the concept of interpolation or javascript. it is also really complicated to implement and might hinder perf if you have to evaluate the js code every time it runs.

    this is just one solution though? any solution to this would be great. maybe instead of the interpolation thing there could be a plugin that you can use to interface and pass data to the javascript code. or specific system actions

    as a work around i have been using a proxy object, pretty much one invisible object with a few instances variables that i pull into the js could at the start, but this is limited to just those instance variables on that object.

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  • when you put java scripts in event behind the scenes it creates a async function that has the runtime injected, so it should be there if calling function from events

  • Yeah i figured, just wondering if it was on the road map with the new scripting feature, at the moment you can use c3_callFunction to interface with c3 for all of the use cases i have encountered so far. but having some of those interfaces exposed will make it way cleaner, since you wont have to define a separate function in events. this is by far one of the most exciting features added!!

  • Will there be plans in the future to expose plugin interface to the scripting API? construct.net/en/make-games/manuals/addon-sdk/runtime-reference/addon-interfaces/tilemap

    stuff like the above? Tilemap, Array, Dictionary and many more?

    at the moment the instance interface does not expose plugin specific property.