Anyway, the idea is to have a unified way to write js scripts that can better fit larger projects, which are the ones that will probably make most use out of the js feature.
That's the main benefit: Being able to easily write JS code that can be extended and modified at ease without having to preface it with tons of utility functions and an additionnal layer.
How it would work: Sadly I cant really go into more details than what I say in the blog post. I will try to write something using the available features and send a c3p file once I have something that's closer to what I envisionned using the newly available features but it's still gonna be limited compared to what you guys could actually do.
Well the simple answer is:
Right now it's technically possible to make games using JS only. However the things you did for Ghost Shooter will not work for a much bigger project. Anything that will have more than 10 concurrent systems working together will be very hard to organise to work with.
I would love to actually write something that would represent what I mean, but I'd need to properly design (and possibly code) it for it to be crystal clear. And even then, since I have only a limited understanding of the inner workings of the engine and that I cant access the engine code, you will very probably find flaws to what I can give you.
That is pretty cool indeed, that's enough to write some kind of workflow of my own. However I still think it would be pretty cool to see an integrated workflow to the editor in order to make development easier when using JS only.
I don't want to tick a js object, i want to tick a class instance that has been associated with a C3 instance.
That's interesting, how would it work exactly?
Is it already possible in r151?
Edit: nvm I just got what you meant. But that's already what I kinda do in the article, except I don't have access to the WorldInstance class so I made my own and get WorldInstance later. I didn't mean to make it possible, I meant to make it integrated in the editor and have a better workflow for it
What do you mean?
It doesnt change how it's run at all because the script is only a class getting defined. What it would do however would be to link an instance of that class to said object.
If code were to be put outside the class it would just run on startup like any other script. The script also only needs to be ran once to define the class and not on every object it's linked to. It's really just replacing the need to write the one line of JS in event I wrote
instance.Rotate = new Rotate(instance, data, runtime)
Thanks for tagging me. That's super weird, I wonder what he's trying to achieve :/.
Will the async actions be documented in the SDK? That's very useful IMO, great feature!
I'm guessing it would need to setup a new action tag, and then the actions become promises, and we need to return a promise instead of a value?
Great! I will try to make use of this feature as soon as possible.
Will it be possible to allow 3rd party addons to let the timeline animate some of its params?
Yeah it'll need some experimentation first as I'll need to find a good balance
I'm glad you liked it. I'm planning on making more content soon
Maybe one day yeah, I don't have much time atm.
That's because new projects use the C3 runtime and this addon is only for the legacy C2 runtime.
If you switch to the c2 runtime you'll see it in the list
Member since 3 Aug, 2015
Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.