Thanks for instance signal. This is very awesome.
Autocomplete for tags is awesome. And for the addon adk as well. Thanks for this update
this should be added to the manual under guides in scripting section. I missed this the first time I checked as its a hidden link the manual.
fixed in Version 1.0.0.1, thanks for reporting,
Yeah for something like Npc I would manage the state on layout load.
this addon is a behavior, attach to a specific object instance.
if you mark that object instance as global it should carry on to the next layout... but depending on your game, you might want to handle saving the state yourself. but that depends on your project
from the docs :
construct.net/en/make-games/manuals/construct-3/project-primitives/objects/instances
Global
By default, all instances are destroyed when the layout ends (e.g. when going to the next layout). If enabled, none of the instances of this object type will be destroyed when switching layouts.
check the itch.io pagethere is example there also in github
piranha305.itch.io/trajectory-behavior-construct-3
piranha305.itch.io/crafting-game-construct-3
Like another example is the disconnect between the editor and game, what I mean is other engines have way to enhance the editor, in unity you create a public variable and it becomes exposed in the editor, that's a simple example to illustrate what I meant by disconnect, to truly add extra functionality you have to use another editor to write JavaScript (which is different from the JavaScript you use to write your game, because the internal functionality of the engine itself that's exposed in the SDK is not exposed in the JS API), but it feels very disconnected which is the point i'm trying to make.
callFunction is fine, the issue is you have to write boilerplate events to invoke actions on plugins/behaviors that don't have an exposed interface. there are 30 behaviors in construct and only 9 of them have interfaces, didn't even count the plugins because there are too many. you're post highlights the performance boost of JavaScript, but a large portion of functionality needs a workaround to call in js? I am not sure what better integration looks like, I can only describe my experience.
That's one of the things I think is truly missing. being able to implement stuff in JavaScript is great, but it's not tightly integrated into the engine (yet). There is currently no parity with all the plugins/behaviors. a lot of stuff has not been implemented yet. and I get it the team is small and there is not enough time, and any feature that gets prioritized impacts other features. but the experience is not quite there yet. it kinda sucks when you want to trigger an action, you have to wrap it an a construct function. that adds so much bloat to a project, when one of the major benefits of using JavaScript is the way you organize your code. and its not just parity with plugins/behaviors, it's also parity with their SDK. there's pretty much 2 kinda similar but different code bases(JavaScript / plugin SDK). don't get me wrong it's great that they added support for javascript in the engine. it just feels very disconnected and I hope that changes time.
that's pretty cool, thanks for sharing
this issue is only relevant to source control, and working on a team with more than one person.
that does not work with branching, for example on master the last sprite id was 10. and from master you create a branch and add a sprite which now has an id of 11, but someone else also created a branch from master there last id is still pointing to 10. (becuase your new changes have not been merged yet) so when they create a new sprite, it now has sprite id 11 (same id across multiple branches). now when its time to merge the code, you will have a conflict because both sprites share he same id. making it random reduces the chance of that happening
before they used auto incrementing numbers, so what would happen is if you were using source control with multiple ppl, you would run into conflict because it would use the same id for different assets. making the id's random reduces the chances of collisions.
Member since 26 Apr, 2016