piranha305's Recent Forum Activity

  • I think the need for sub folder is clearly defined in the feature request that was mentioned. if you have alot of different family, it's a quality of life improvement, to not have all the family fill up your plugin selection screen, it should help in finding the families as well if you have like 20+ families. and i agree with just having folder to help organize all your families, having nested families/ family inheritance on the other hand, i don't really see a point in that, because you can use family composition to achieve the same thing in a clearer way.

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  • i think this answers one of my questions

  • I think Ashley mentioned that dynamic imports are supported using the await keyword. https://developers.google.com/web/updates/2017/11/dynamic-import, but this won't support older javascript libraries?

  • but in your example in your top level weapon folder did you want to give them basic weapon properties (instance variable/behavior)

    then as you drill down be more specific for each weapon family?

    Weapon --> (firerate, bulletSprite, range)

    Shotgun (numberOfBulletsPerShot)

    Rilfe (fireMode (burst or auto) )

    In this case Shot Gun and Rifle still have firerate, bulletSprite, and range

    This impact how family behave as opposed to just grouping them in a folder? the above is more like inheritance, even though it can also be accomplished using family composition?

    But they both behave differently

  • How are script files attached to the project? are they embedded in the runtime? or are they added as script tags to the head? will these files get minified on export (if you choose the option to minify)?

    Tagged:

  • Do you just want a folder where you can store your families with no impact to how they behave?

    or are you asking for being able to nest families and having them behave like inheritance?

    like sub families?

  • thanks have no idea how i missed that

  • Could we get a way to edit this sub header? or website? I Checked under Personal Information and there was no setting for this.

    Tagged:

  • Yes I see your point, I was think more of the user setting up that link, but getting the data from events would put the responsibility to handle that on addon dev. I will go back and create new suggestion, with more details about that specific use case. thanks

  • yeah i figured it would not be so simple, but it's always worth asking the question. In my opinion the best solution for this would be supporting enum type, https://construct3.ideas.aha.io/ideas/C3-I-207

  • Okay, so lets examine the root cause of what i was trying to achieve, in a way to goal is to setup a combolist that the user can populate at runtime (c3 runtime, no game run time) having the prepopulated list does not really ensure this.

    Let's take a practical example I have a finite state machine behavior, right now the states are defined as strings

    so there are ACES like go to state "string", on state "string" entered... it's up to the user to keep track of these dynamic strings. and they could remain strings but when typing them out it would be a better experience to have previously mentioned strings populated in the data list, the same purpose as function description.

    the same (but a bit more limiting) could be achieved with a dyanmically populated combo box

    where the user could do something like

    Add state "string", then in the addon code we can populate a data list array, then on a separate condition it could be on state "combo box" entered where that state it defined

    both of these approaches try and solve the same problem of helping the user manage user defined sets of values.

    a cleaner way of handling this situation would be some sort of Enum type, but that still would need to handle dynamic population of that data (not just hardcoded).

    I hope this illustrates the point i am trying to get across.

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piranha305

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