It's explained here in the manual:
construct.net/en/make-games/manuals/construct-3/tips-and-guides/installing-third-party-addons
Hi,
I am very busy at the moment with a lot of things, but I will keep in mind to do this at one point :)
Not really at the moment. You could try to make it work, but it wasn't designed with this feature in mind
yeah this was made for C2 runtime on C3 only
Stay safe! :)
Yes, it's in the works
Yes, since the plugin is ready now, I'll try adding more user friendly formulas now :)
Hi, this plugin is a bit more complex than the C2 one. Instead of providing premade functions, it allows you to define your own.
For instance [sfdx=offsety 8*cos(t * 300 + i * 90)]my wavy text[/sfdx] will do a wavy text.
However, angle doesn't work as the default spritefont object doesn't support an angle tag yet :(
I completely agree and this addon was designed to be confusing for anyone who wouldn't explicitly know the implications of using it.
As an additional precaution, I have marked it as deprecated to refrain too many people from using it mindlessly.
And, just to be clear, this is mainly to be able to do things that the current scripting runtime doesn't allow for, while waiting for it to get updated.
Thanks :)
I will try to work on complex examples soon, I just haven't had time to do it yet! :)
Currently, Construct 3 has JS features and a scripting runtime.
However, that runtime is very limited at the moment, and C3 gives a different runtime to addons which is much much more powerful.
All this addon does is expose the SDK's runtime to the global scope so you can use it from the JS scripts and make use of the full power of the engine.
The addon does nothing else, and is only meant to be plug and play
EDIT: Note that I made a mistake in 1.0 and if you downloaded the addon, you should download 1.1 instead
Indeed :)
I want to make more JS modules like that and expand on what we can actually do in JS, and especially make it easier for non developers to use them
I'm not sure I understand what you need
Oh my bad I thought they were. It must be a mistake on my end. I'll try to fix it asap
EDIT: Done you should now be able to bundle them
Yes that's right. You only need to set the skins in the skin group once though. You can use the "Is Empty" condition for that.
Set skin will automatically override the previous skin and make the needed changes.
The only thing you might want to look into is wether you still want the default skin to be shown under the skin or not.
Member since 3 Aug, 2015
Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.