WackyToaster's Recent Forum Activity

  • You'd first read in the file (or all files in your array if you want to load everything at once) With the "file system > Read binary file" action. This will automatically load the file into the selected binary data object. Once done loading, you can set the src tag to BinaryData.getURL. That should be it.

  • I don't think you need a variable for this? You can just use System > Set group active and activate/deactivate the entire group at will.

  • It's always so hard to read these copypasted events. I'd rather see a screenshot of the events.

    But I think the issue might be this line

    MyDictionary.Get(MyDictionary.CurrentValue)
    

    You are trying to get a value from the array, it should be

    MyDictionary.Get(MyDictionary.CurrentKey)
    

    And you are already looping through anyway, the current value is already availabe with just

    MyDictionary.CurrentValue
    
  • I usually don't do it either, but I do sometimes email myself various random files.

  • Well if you have any tips on possibly making it faster I'd appreciate it. But I honestly would really like to get access to the collision cell optimization in scripting and SDK.

    construct23.ideas.aha.io/ideas/C23-I-221

    construct23.ideas.aha.io/ideas/C23-I-408

    Or perhaps even a construct official quadtree implementation written by someone with more knowledge than me. I've talked with Federico a bit and he speculated a directly integrated quadtree would probably already be faster than getting instances through the runtime.

    construct23.ideas.aha.io/ideas/C23-I-433

    I can see the argument for it, especially since the massive success vampire survivors had, which is btw. also written in javascript. Spawns a lot of copycats of course, and I have yet to see a solution in C3 that doesn't slow my high-end PC to a crawl at 200ish instances even with nothing else happening. I would even think the current collision cells will not suffice for these type of games, considering a cell is the size of the entire screen.

    FWIW collision cells are not actually applicable to testOverlap(): the point is to eliminate even checking instances, so it is basically a filtering system that efficiently reduces the set of instances that you might call testOverlap() on. So it is not possible to implement collision cells within the testOverlap() method itself, it's something that has to come before it.

    Oh I'm aware of that, I just kinda worded it wrong.

  • I also have gotten stuck a little here and there and I think a one-line codeexample would have answered all the questions I had.

    For example:

    Create probability table from JSON

    Create a new probability table from a JSON string. The input should be an array of (weight: number, value: number|string) tuples.

    Google "What's a touple?" and only find a bunch of references to python scripting. Uhh... I ended up adding entries with events and then using "ProbabilityTableAsJSON" to export the json so I could figure out what it wants from me.

    All I needed was a single example like:

    	"[[100,'foo'],[50,'bar'],...]"
    

    And I could have gone "Ah ok, that's what it's supposed to look like".

    The scripting reference for Tweens is probably a good example in contrast.

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/behavior-interfaces/tween

  • You mean at runtime? Maybe with the browser object I guess?

    construct.net/en/make-games/manuals/construct-3/plugin-reference/browser

  • Just a heads-up. If you use scripting and email a .c3p file, some mailservers will rename all contained js fails for security reasons. So main.js will be renamed into main.j_ which will result in the project not being able to load anymore. To fix it you have to unzip it yourself and rename it back. Took me by surprise, thought it might be good to put this info out there.

    stackoverflow.com/questions/54385807/javascript-file-extensions-are-renamed-from-js-to-j

  • You can using the file system plugin, although I'm not sure if it can automatically access the folder/files.

    construct.net/en/forum/construct-3/how-do-i-8/filesystem-plugin-load-local-179011

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  • It's quite simple, your import statement:

    	import * as Utils from "./utilities.js";
    

    Notice that you import the functions "as Utils".

    	addEnemyUID(AllEnemies, EnemyUID); // This is not defined
    	Utils.addEnemyUID(AllEnemies, EnemyUID); // But this is
    

    In other words, all the functions of Utils will be available under Utils.

  • If it's a binary file you probably have to convert it to text first I'd think.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/binary-data

    And after editing, you'll have to convert it back into binary.

  • I've been cooking a bit since I noticed that javascript testOverlap() does not benefit from collision cells. In other words it's a brute force check and can get quite expensive. See: github.com/Scirra/Construct-bugs/issues/5665

    So I dug out a js implementation of quadtrees, did some minor adjustments and now it works in Construct. Here's the OG github.com/timohausmann/quadtree-js

    Here's it adapted for C3.

    wackytoaster.at/parachute/quadtree.c3p

    How well does it work? It depends. If I test the overlap between 2000 vs 2000 instances, it actually outperforms events by quite some. Easily a 2.5-3x increase in fps. Cool, BUT... If I test overlap between 1 vs 4000 instances, events are better and outperform the quadtree thingy.

    The amount of collision checks still decreases compared to events, so that must mean the overhead of rebuilding the quadtree is what ends up eating a lot of potential benefit. It seems that somewhere around 150 vs 2000 instances the quadtree starts to pull ahead of events.

    There's also a fork that adds a method to update objects instead of rebuilding the quadtree. This would only need to be called for instances that move, so the benefit really only shows if there's plenty of static objects that don't need updating. With many moving objects, it performs worse than just rebuilding the quadtree.

    There's also a version 2 github.com/timohausmann/quadtree-ts that I didn't touch because I don't know typescript. Perhaps this one is a bit faster?

    Either way, I'm looking for some thoughts about this. It seems totally worth it to look into it further considering the performance increase in SOME cases. But it's also worth it because right now in javascript there is no way to access the collision cell optimization from Construct. :(

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WackyToaster

Member since 18 Feb, 2014

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