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A powerful ADDON PACK containing 3 new behaviors for Construct 3 :
- ADVANCED SIGNALS Behavior - Per-instance "Functions" on steroid !
- CUSTOM EXPRESSIONS Behavior
- SIMPLE TRIGGER Behavior
- Example/Documentation .c3p project
Official website / Discord link:
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Those are the 3 addons I used in all my systems to create a highly modular and maintainable Roguelike. Thanks to this pack : you can create scalable systems easily, decouple your logic to avoid spaghetti code. It also makes the Family feature way more powerful thanks to the polymorphism support.
Above all, it allows you to "CREATE YOUR OWN BEHAVIORS" only using the eventsheet.
OBJECT SIGNALS in C3 offer the power of Godot Signals with Construct's ease of use. They enable event-driven design and polymorphism, allowing you to create instance-based functions or triggers in Event Sheets, passing any number of parameters. Benefits include:
- Trigger multiple event blocks with a single signal call, enhancing decoupling of logic.
- Example: Use an 'OnHit' signal to handle various aspects like UI feedback, upgrades, entity interactions, and game over conditions in different event sheets
- Improve modularity by having signals act differently based on current layouts, active groups, and event sheets.
- Example: Trigger an 'OnLevelEnded' signal for different cutscenes and player rewards based on the current layout and their corresponding eventsheet
- Full flexibility with dynamic function calls using signal names and expressions.
- Improved performance, as signals work per-instance by default, avoiding the need for 'For Each' loops.
- Polymorphism : signals can execute both common logic AND/OR different logic for each member of the same Family
CUSTOM EXPRESSIONS Create your own expression for your Objects and Families directly using your eventsheets
It allows you to create powerful "getter" functions returning values based on any conditions, parameters and calculations you could imagine, and even executing some logic when they're called !
An other big game-changer things regarding this behavior is that you could set-up a Custom Expression on your Family that would returns different stuff for each member
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