rhg1968's Forum Posts

  • I just posted a json plugin last night. Maybe it will meet your needs

  • Are your json files in the files folder ?

    I didn't set up or test loading files from an external source, which in theory should work. However, additional work would be required to allow cross origin requests.

    Did you try the example I included, it works with files located locally in the projects ?

  • I did just post the plug in. I'm sure it may need some more functionality, but it appears to be working correctly. Please look at the included example project for details of how to use it.

  • I did just post the plug in. I'm sure it may need some more functionality, but it appears to be working correctly. Please look at the included example project for details of how to use it.

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  • The plugin is for C3 just using the old runtime. I will shortly make work also for the new runtime that is currently in alpha.

    The new runtime is being fixed and improved at a rapid pace and Ashley has even said that people shouldn't be using the new runtime other than to play with it and help find bugs.

    I am just finishing up the documentation and I'll be releasing it shortly.

  • Just to give a quick update. I think the Json plugin is about done. And I am finishing up the documentation for it, so hopefully I'll have it up in the next day or two. Error handling is a little on the weak side, but I'll enhance that soon.

    Also I only implemented this for the c2 run time at the moment, but I will look at adding the c3 runtime soon. I'll post again when it's up in the repository.

  • Just to give a quick update. I think the Json plugin is about done. And I am finishing up the documentation for it, so hopefully I'll have it up in the next day or two. Error handling is a little on the weak side, but I'll enhance that soon.

    Also I only implemented this for the c2 run time at the moment, but I will look at adding the c3 runtime soon. I'll post again when it's up in the repository.

  • I am almost done with a JsonManager add on that I have been working on and will be adding it to the repository very soon. So far I have made it to help me with the game I have been working on, but once it's out I am more than willing to add additional functionality to it.

    So far it allows you to :

    1) Load multiple json files at the same time triggering an event when all have been loaded.

    2) When loading, you specify a slot name to load each json file into.

    3) You can query the json using standard notation like slot1.prop1.arr[2].name

    4) You can loop over an array sub object in the json using a query to specify where the array is.

    5) You get and set values in the json while looping on the current element.

    6) The plugin has a caching option that allows changes that are made during program execution to persist when you run again. This however never modifies the json file itself.

    7) There are options to reset a slot so it goes back to its original Json object.

    8) Option to clear a slot and remove it from the manager.

    9) You can specify a path to a sub object and have it copied into a new slot.

    10) There is a function to create a C3 array string based on a query that locates the array.

    11) There is a function to create a c3 dictionary string based on a query that locates the object to convert.

    This all is working at the moment and I am putting together a test c3p file to demo the features.

    I posted in the SDK forum about this a week ago but haven't had any responses to it yet, so I wasn't sure if there was much interest or not.

  • I am putting together a Json Manager Plugin for my own game and have gotten pretty far with it. I wanted to see if others would be interested in this when it is totally complete.

    The idea is to load Json objects from files into named slots, so that they can be referenced later in the event sheet.

    The goal is to allow access to items using standard Json object syntax for accessing properties and array items.

    So a sample json file would look like this.

    To specify Json files to load and the slots to put them in is done through the plugins properties like shown below. Using comma separated lists.

    To load the Json and access properties in an event sheet you can do

    You will notice that you load the json files and then an event is triggered when complete and a value is accessed within the object and array to display on the screen using standard Json syntax.

    Next steps:

    1) Add expressions to access array count based on a json path.

    2) Add a loop condition to iterate over an array based on a json path.

    3) Error handling.

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  • dop2000

    Thanks for the tip. I did some testing to verify what you said. It will definitely save me some time not to disable collisions.

    Thank you

  • Another trick I use to get the best performance possible on a mobile device is to turn off collision check check box on any sprites that don't require it. This eliminates a lot of checks that would be required otherwise. By default when you create a sprite it's collision check property is on.

    This also means that if something is off screen you can disable collision checks and then enable them when the item is visible.

    In my games this helps a lot to eliminate unnecessary collision checks.

  • I would need to see a screen shot of your event sheet or even better would be a copy of your .c3p file

  • Never mind, found it

    construct.net/profile/edit/avatar