Toby R's Forum Posts

  • HI ! I am both C2 and C3 user, but v1.3 plugin on store is the old one, no c3 plugin in it ...

    Hi RetroDaddy

    The c3addons are submitted to Scirra Store but they need a manual approval from Scirra employee. Today is a bank holiday in UK so I believe Scirra had a long weekend that's why it's not approved yet. I expect all c3addons to be approved tomorrow so please be patience and check for an update tomorrow.

    Thanks!

  • Hmm... then my guess is that gvr_NextLayout variable is either empty or it's not a valid layout name (a typo maybe?). Please double check this variable just before the issue occurs. Log it to console with Browser.log().

    If the issue still remains, please send me the capx. Otherwise all I can do is guessing :/

  • Hi CrK

    I suspect that you try to start the preloader while nothing has been added to the preloader's list (stabilizer is counted as an item). The preloader will not start if nothing is added because it simply has nothing to preload. So you may want to check the number of items added to the preloader ("ItemsCount" expression) before you actually start it. This way you are able to decide whether you need to start the preloader or not.

    If I'm right you should see "[Preloader]: Cannot start Preloader, the list is empty." message in console log. Can you check if you see such message in the console or any other message in the moment when it does not start?

    In regards of the Stabilizer itself. Yes by just adding the Stabilizer your layout transition will take at least Check frequency * Confirmations required seconds because it has to be sure it's all stabilized.

    If the above solution won't help then if possible could you please send me the capx for investigation? It obviously doesn't need to be your project but if you could just replicate this issue in separate capx that would help me to investigate the issue.

  • Submitted: https://github.com/Scirra/Construct-3-bugs/issues/716

    I'll send a c3addon to support[at]scirra.com in a minute.

    Thanks

  • In Cocoon panel you should install the InAppBrowser plugin for the browser (not really required for all the features).

    AJAX for local files should work by default but for remote files you need to add the Http[something] plugin. I can't remember the name exactly and I'm not on my PC now, but FYI the plugin is required.

  • I'm also available for C3 work now, including development of C3 plugins/behaviors (original post updated).

  • TR_ClockParser is now available for C3 as well. Updated links in the first post here.

  • I am porting my C2 plugins to C3. It went well with all of them except one. I can't install it in C3, the only info I receive is "Failed to install the addon.".

    Could you Ashley explain or list the possible reasons for it? This is not very informative info so I'm not sure what to fix.

  • MM_Preloader v1.3 and up is now compatible with C3.

    By purchasing MM_Preloader from now on you will receive a .c2addon and .c3addon files.

    I've just submitted c3addon to the store, should be available to download within 24h (Scirra has to approve new files).

    mahaiting this might interest you.

  • Canvas Thumbnail — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/canvas-thumbnail-3766

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Canvas Thumbnail plugin for C2.
    • An example capx

    <h3>What is Canvas Thumbnail plugin?</h3><div class="deshr"></div><p>With a single action you can take a screenshot of your game which will be resized to the dimentions you specify.</p><p>You can save it to local storage and use as a thumbnail of a saved game or any other feature that has thumbnails.</p><h3>C2 by default allows snapshots, why would I use this plugin?</h3><div class="deshr"></div><p>That's true. You can make a snapshot with native C2 functions. Actually this plugin uses exactly the same functions to make a snapshot.</p><p>There are few differences though:</p>

    • This plugin will automatically resize the image (snapshot) on the fly in the memory so the image size is much smaller which means it takes less memory and loads much faster from local storage.
    • There's one cosmetic feature - you can add a border around the snapshot (see example video).

    <h3>Features</h3><div class="deshr"></div>

    • Canvas snapshot
    • Resize snapshot (the image, not just sprite)
    • Ability to add frame around the thumbnail
    • Ability to set resizing based on ratio (% of original image) or by fixed dimensions

    <h3>Performance</h3><div class="deshr"></div><p>It has exactly the same performance as C2 native snapshot feature as it's based on the same functions, which means it may cause a small lag while taking a snapshot if the game layout is big.</p>

    Use this topic to leave comments, ask questions and talk about Canvas Thumbnail

  • _Set_ — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/set-3767

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Set plugin for C2

    <h3>What is Set plugin?</h3><div class="deshr"></div><p>It's a very small plugin which makes live much more comfortable in certain cases.</p><p>It's focused around sets of data which can be defined directly in the event sheets (unlike Arrays or Dictionaries).</p><p>See attached screenshots for the potential use cases.</p>

    Use this topic to leave comments, ask questions and talk about _Set_

  • Weapon System — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-behaviours/weapon-system-3763

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Weapon System behavior for C2.
    • Two example capxes (regular weapon setup and with JSON)

    <h3>What is Weapon System behavior?</h3><div class="deshr"></div><p>Weapon System behavior is a set of features that lets you easily implement any multi-weapon system for any character in your game including the most complex ones.</p><p>It's possible to setup a simple platformer shooter as well as a space shooting world where each spaceship has many various weapons and can even shoot with all of them at once, or even a complex RTS!</p><p>Any weapon feature can be defined with this behavior. Basic stats like damage, ammo etc. are predefined with ACEs, yet there's a possibility to set unlimited custom weapon properties.</p><h3>Features</h3><div class="deshr"></div>

    • Suitable for any shooting game and even melee fighting game,
    • Add weapon with a single action (few actions for complex weapons with custom stats),
    • Set weapon stats individually or in bulk,
    • Shooting with predefined fire rate in continuous or one shot mode,
    • Ammo managament (deduction per shot, out of ammo notification, and more),
    • Reloading feature (auto-reloading possible),
    • Predefined ACEs for most common stats,
    • Unlimited custom properties,
    • Switching weapons,
    • Add/remove weapons during game,
    • Possibility to load/export weapons with JSON (very simple format),
    • Console warnings in case of any issues (e.g. attempt to retrieve stat of non-existing weapon),
    • and more (see screenshots for ACEs)

    <h3>Performance</h3><div class="deshr"></div><p>This behavior has a lot of features but still it's very lightweight because even though there are many stats predefined with ACEs, they are not added to each weapon by default. You entirely decide about your weapons stats. </p><h3>Warranty</h3><div class="deshr"></div><p>This plugin does not rely on any third party libraries so it will never get outdated or broken. It does not use any DOM features so it will work on any platform and with any wrapper.</p><p>I'm a full time programmer, in case of encountering any issues, please send me an email, I'll fix it ASAP!</p>

    Use this topic to leave comments, ask questions and talk about Weapon System

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  • Hi, I think this plugin is what I need.

    Does it support C3 ? Because I use C3 now. thanks.

    Hi mahaiting,

    [EDITED]

    Yes it does, please see the post below.

  • What is the stabilizer? I turn it on but when do i have to turn it off?

    Hi Xh3maa,

    I briefly explained the Stabilizer in the FAQ on the store page:

    [quote:3pqv2op7]Stabilizer is a built in feature that monitors the current FPS. If FPS is stable, the stabilizer sends a signal to the preloader that stabilizing process is completed.

    If you enable the Stabilizer then the "Stabilizer" item is added to the preloader list which is always processed as the last item. As described above, it checkes the current FPS and if it's greater or equal of the "Minimum FPS" property (or "Maximum checks" * "Check frequency" seconds passes) then the item is considered as 100% completed.

    Stabilizer simply assures you that all background processes (like rendeding, memory release, memory load, etc.) are completed and the engine is now "stable". Even though it's a useful feature in some cases, it's not needed in most of cases - that's why it's disabled by default.

  • You can make it with global layer and create a separate event sheet "Preloader" with the generic logic which then you simply include in the particular layouts event sheets. No need to write redundant code obviously.

    Regular preloader for layout transition is triggered at the end of current layout, not at the start of next layout.

    Please see the capx attached to plugin version v1.1. There are some implementation examples.