Sparsha's Recent Forum Activity

  • In general, plugins should not communicate with each other. It tends to be a brittle and inflexible design. What are you trying to do exactly? Normally there's a better way to do it.

    Hi Ashley, can you please review the above solution. (I am not much experienced) What consequences can it lead to if we communicate in this way?

  • Hi Amalkanti, refer to this Note:

    GetSavedDataMap()

    GetUnsavedDataMap()

    Return a Map to store additional data to associate with this instance. Use string keys only, and ensure keys are unique. The saved data map is written to savegame files so should be used for persistent state. The unsaved data map is not written to savegame files so should be used for transient storage or caching.

    Do not simply add new JavaScript object properties to Construct's runtime classes. This will cause the JavaScript engine to deoptimise performance for all code using the class. These data maps are provided as a convenient alternative. You can also use a WeakMap with Instance keys to associate data with instances without leaking memory or modifying the instance class at all.

    Link- https://www.construct.net/en/make-games/manuals/addon-sdk/runtime-reference/object-classes/instance

    In the "Central" plugin as you said, include this code in the Instance.js (runtime)-

    	//Central Plugin - Instance.js (runtime)
    
    	//Set data with WeakMap in your Central Plugin Object Class
    	this._objectClass.GetUnsavedDataMap().set("myData", "1");
    

    Then in your second plugin include these codes-

    	//Second Plugin - Plugin.js (edittime)
    
    	//Create an object Selector Property
    	this._info.SetProperties([
     new SDK.PluginProperty("object", "name")
     ]);
    
    	//Second Plugin - Instance.js (runtime)
    
    	//Get the Selected Object from the Properties
    	var CentralPlug_Obj = this._runtime.GetObjectClassBySID(properties[indexNo]);
    	//Get Data from WeakMap of your Central Plugin Object Class
    	var yourData = CentralPlug_Obj.GetUnsavedDataMap().get("myData")
    
  • Same problem here with the latest version. Team has closed the bug on GitHub. Please can any team member shed some light on this?

    Thanks!

    Virtualware That's not good. It's still not fixed yet!

    I think to minimize this problem, we placed the actual Input Text field at the top of the layout (at position 0,0). When we placed it at this position the black portion at the bottom didn't appear anymore.

    To make the UX comfortable, we kept the input-field Sprites (the two rectangular sprites that are placed behind the name and email input fields) in the same position as they are in the image. And instead of the input field boxes that were placed over these sprites, we put Textboxes.

    Then we used the following logic-

    • When the user clicks on this sprite, focus on the Input field at the top
    • Every tick set text of the TextBox as the text that is being inputed on in the Input Field
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  • Hi Ashley, I was trying to take a snapshot automatically after Layout Starts using the following events:

    But it seems after On Media Request Approved, it takes some time for the Camera to load, and as a result, no snapshot is being taken. On Snapshot Ready condition is not triggering in this case.

    Well, Wait for 1 second (at event no. 2) solves the problem for my device, but not sure about older devices.

    I wonder if this is a missing feature.

    Thanks.

    Tagged:

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  • Hi LaurenceBedford,

    If you still need this, you can use this plugin construct.net/en/make-games/addons/407/copyclip

    I have tested the Execute Command Action as Android apk, and it works fine. However it requires a button to Copy text to Clipboard.

    I did not test the Clipboard API on Android, not sure if it works.

    (Read the Documentation on the Plugin Page)

  • This is really so cool!!

  • You can turn off Auto Font size property

  • Mikal

    Thank you Mikal :)

  • Does it have a function so that you can censor swear words and limit text input, also change text style?

    corbanjd If you are talking about Messaging function, it is not available yet. Messaging function will be included later in the Extended version of this plugin Collection.

    The current Basic version contains functions for Creating/Managing user accounts, and Firebase Realtime Database which is not meant for messaging.

    But thanks for the suggestion.

  • Rory Thanks :)

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Sparsha

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