Loving the auto complete in the scripting feature. I did notice one thing and not really sure what the solution would be. If you are just using the cursor to navigate in the document, if it hits a keyword it knows, it opens the auto complete and stops your navigation in the document.
Thank you,this release fixed the issue I was having with seeing errors when trying to create a sprite that wasn't already on the layout.
Great work as always !!!!
There appears to be some issue in R155. Everything works in R154 but when I run in R155 I get the following error: Uncaught (in promise) TypeError: Cannot read property 'Apply' of null
at C3.Layer._DrawInstance (layer.js:1)
at C3.Layer._DrawInstances (layer.js:1)
at C3.Layer.Draw (layer.js:1)
at C3.Layout.Draw (layout.js:1)
at C3.Runtime.Render (runtime.js:1)
at C3.Runtime.Tick (runtime.js:1)
Awesome and Amazing !!!!
Just as a test I imported moment.js and used it in a test project. This feature, to import any script, really opens up so many possibilities.
Ashley,
Just wondering if these scripts/files would be minified during export ?
The speed that new features are being added to C3 is absolutely amazing.
Looks good now, thank you !
I tried shift F4 to debug from the starting layout, and I just end up with a white screen. If I press just F4, the games runs without issue.
Seeing this error in the console:
Uncaught TypeError: Cannot read property 'OnInstanceCreate' of null
at g._OnInstanceCreate (main.js:1)
at g._OnMessageFromRuntime (main.js:1)
at g._OnMessageFromRuntimeFrame (main.js:1)
at MessagePort._runtimeMessagePort.onmessage (main.js:1)
The only issue I see with the new function block, is that it now behaves more like a traditional function :)
What I mean is that I have used the old function plugin sometimes as more of an event system. So I may have more than one function with the same name. I would then call a function/event and have different logic executed on different event sheets for the same function call.
For example I may have a function called "Player Hit" and have it in 2 event sheets, one called play manager and the other called sound manager. In one event sheet it could reduce the players' life count and in the sound manager it would play an explosion.
For me I found it more convenient to organize my event sheets like this to isolate logic like this, but have multiple things have happen on the same function/event.
I originally wrote my own event plugin, which worked well, but then I found it basically duplicated what the current function plugin does, making use of triggers.
That's good to know and I'm glad it's working for you now.
The JSON Official plugin is built in but it's only available on the new C3 runtime I believe. I was only able to test on desk top chrome and safari. I don't have an iOS device, so couldn't test on one.
So far I haven't had any issues with the JSON Manager plugin. I tried a simple exported project and it ran without issue in chrome and safari.
I haven't yet, been pretty busy. I am hoping to look at it this weekend. Just a heads up, I am probably going to pull it from the addon page and not support it in the future. When I created it, it worked great in my projects. But as soon as an official JSON plugin was released, I converted my projects over to use the one that is officially supported by the Construct team
I'm glad you have a solution. To be honest my plugin worked great for me also, but once they released an official json plugin I switched my projects over to it.
Member since 6 Jun, 2014
Look into different ways to structure games