chunchun's Recent Forum Activity

  • chunchunPinbak Think I've just managed to sort this. I was assuming that the eventSheets and families folders existed and it was failing. If you update to the newest version of the vscode extension then it's hopefully fixed. Let me know if you're still having issues! Thanks both for testing this

    It should auto update to v1.0.6:

    But I think you can do it manually too marketplace.visualstudio.com/items

    It’s all right now! ! ! Thank you

  • Pinbak How strange, so there's no c3.d.ts file in the root of your project?

    Are you able to take a look in the "Log (Extension Host)" output in vscode and see if there's any errors coming up when you're generating?

    I've just retried on a few projects and it seems to be generating ok for me so I'm thinking it must be a certain object / instance variable name it's struggling with. If you're ok with sharing, a list of your object names might be useful too - in case it is that.

    Really appreciate your help on this!

    The same thing happened to me~

  • Pinbak In order to connect to Construct you'll need to make sure you add the vscode addon to your project: construct.net/en/make-games/addons/603/vs-code-plugin

    If you just want the code autocomplete you can just ignore the code message though.

    The addon was broken (thanks to chunchun for pointing that out!) so you may need to update it to the new version. Let me know if you're still having issues though

    Thank you for your effort! The plugin is great!

  • I had the following problems with the plug-in:/nError report information/nType: unhandled rejection/nReason: Error: this.FakeWake is not a function TypeError: this.FakeWake is not a function at MyCustomInstance.OnCreate (blob:https://editor.construct.net/0e8e564a-bc72-4550-9ea8-a594571a05e4:18:18) at ms.dEb.Yd (https://editor.construct.net/r269/main.js:1924:146) at d.Yd (https://editor.construct.net/r269/projectResources.js:686:401) at d.Jhc (https://editor.construct.net/r269/projectResources.js:586:462) at window.lvb.hu (https://editor.construct.net/r269/main.js:1875:353) at editor.construct.net/r269/projectResources.js:2479:403/nStack: TypeError: this.FakeWake is not a function at MyCustomInstance.OnCreate (blob:https://editor.construct.net/0e8e564a-bc72-4550-9ea8-a594571a05e4:18:18) at ms.dEb.Yd (https://editor.construct.net/r269/main.js:1924:146) at d.Yd (https://editor.construct.net/r269/projectResources.js:686:401) at d.Jhc (https://editor.construct.net/r269/projectResources.js:586:462) at window.lvb.hu (https://editor.construct.net/r269/main.js:1875:353) at editor.construct.net/r269/projectResources.js:2479:403/nConstruct 3 version: r269/nURL: editor.construct.net/r269//nDate: Wed Nov 03202115:21:25 GMT + 0800(China standard time)/nUptime: 336.1 s/n/nPlatform information/nBrowser: Chrome/nBrowser version: 88.0.4324.104/nBrowser engine: Chromium/nContext: browser/nOperating system: Windows/nOperating system version: 10/nDevice type: desktop/nDevice pixel ratio: 1/nLogical CPU cores: 4/nApprox. device memory: 8 GB/nUser agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/88.0.4324.104 Safari/537.36/nC3 release: r269 (beta)/nLanguage setting: zh-CN/n/nWebGL information/nVersion string: WebGL 2.0 (OpenGL ES 3.0 Chromium)/nNumeric version: 2/nSupports NPOT textures: yes/nSupports GPU profiling: yes/nSupports highp precision: yes/nVendor: Google Inc./nRenderer: ANGLE (NVIDIA GeForce GT 730 Direct3D11 vs_5_0 ps_5_0)/nMajor performance caveat: no/nMaximum texture size: 16384/nPoint size range: 1 to 1024/nExtensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • I'm not sure why you're asking. Isn't using a single main.js script already the most convenient way?

    Because every page has some method that needs to be initialized or executed in tick. I don’t want to cram all the different page methods into Main. JS inside. Is there a better way?xd

  • The variable probably does not have global scope. Make sure it's a property of globalThis, i.e. globalThis.hackGlobalPunchesCoordinates, to ensure it really is accessible everywhere.

    Hi, Ashley, I want every new JS page to have access to the tick and layoutstart func. What am I supposed to do. The current practice is to addListener < tick > and < layoutstart > on the <main.js> page to connect each new page. Is there a more convenient way..

  • The newest beta release has added mouse control camera features. Please take a look at the release notes.

    Thank you.~~~~ I noticed the latest update

  • Not sure if this is helpful, but this plugin came to mind (assuming you meant 3d model):

    https://kindeyegames.itch.io/c3-3dobject-alpha

    Of course, I'm also hoping there will be 'official' support for something like this soon. :)

    Thank you ~ ~ ~ also do you know what method can you mouse control camera?

  • Hello, Ashley! How Do I import my own model. Or how to turn the model into something that C3 can recognize.

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  • The Functions feature does not allow to have different function definitions in various event sheets.

    Nevertheless, you could have your function click in a common Event sheet (an event sheet that you include in your other events sheet) and check which layout is currently executed within the function itself.

    You perhaps could also look into the "Function maps", to allow your "single call" to call different function based on the context of calling.

    Hi, Thanks for the answer, but I’m still looking for this plugin. The last plug-in that worked is no longer available

    I prefer the concept of a Listener event, like Oncreat Ondestroy.

  • Like This:

    	On click button:
    			call "click"
    
    	《in ITEM eventSheet》
    	on "click":
    		*******
    
    	《in Player eveentSheet》
    	on "click":
    		*******
    
    

    I mean, in different event tables, you can give different feedback based on this signal, similar to listening mechanism, similar to customEvent of JS.

  • (1) you can add behavior 《NO SAVE》 to the updated object.

    But what if the updated object needs to be save later.

    Is there a good solution

    thank

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chunchun

Member since 20 Jun, 2019

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