[Plugin] Nickname, [Behavior] Nickname

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  • This plugin could create instance by defined nickname string. It is useful when creating a vary type of instance.

    Nickname plugin

    Nickname behavior

    plugins and sample capx files are included in these documents.

  • I'm going to try it now.

    Just tried the plug-in and I can say, that I will be using it heavily, but I found one issue: if you try to get a nickname from a family member, it always gives the nickname of the first member. Here's the .capx to try it:



  • xoros

    Thanks, I had fixed [behavior] nickname, please download it again.

  • Yes, it works now! In combination with your "Function" plugin it will be possible to create miracles.

  • Really useful stuff - the whole logic is getting very compact and straight forward. Thanks, rexrainbow!

  • I swear to god tell me your bank code and you get money :D

    160 switch cases to 1 loop

    THANKS MAN you got my honor.

    But i have a bug ( I hope its a bug ):

    <img src="http://s1.directupload.net/images/121214/dm43frto.png" border="0" />

    here it chooses random objects out of the plants familie :(

  • Uh, it's not a bug of nickname plugin.

    The "Family" parameter in "action:Spawn" is designed to create a random object type in this family by engine. (not in SOL of current family)

  • Ahh oh sry, how could I do that else ?

  • You might use "action:Create instance" in nickname plugin if you have this nickname(string).

  • I think I'm missing something here. How can I create an object using nickname and then select that object?

    As an example: I have a gun that I want to create a projectile by using nickname. Then since all projectiles are in a projectile family I want to grab the object that I just created and do some more configuration on it (set the projectile's angle, set the UID of the weapon that spawned it, etc) Is there any way to do this?

  • First thanks to rexrainbow (You?re my hero)


    Sure with this plugin is everything possible ;)

    The thing is I?m bad at explaining things. So if you grant me a .capx as an example I make you an example ;)

    Also I try to describe it shortly:

    • Subevent: Pick all instances by name out of family
    • Action: Set Value "family.UID" to "20" |or| family compare instance variable "Fuu" to 20
  • So, the problem seems to be that you must place an instance of anything that will be "nicknamed" into the layout where it will be created.

    Here's a project with three layouts.


    One works because it has the two nicknamed sprites placed. "LayoutWorks"

    One just tries to just create the nicknamed sprites but that doesn't work. "LayoutBroken"

    The final layout uses an EventSheet ("EventDecls") to try spawning a copy of everything that needs to be nicknamed and then destroys it. This also doesn't work.

    Do we have to place all these instances in every layout? Is there no way to get around it? That will be very error prone in projects with a large number of layouts and a large number of objects that will be spawned via nicknaming.

    Thanks guys.

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  • oh something bigger, give me some minutes pls

  • dropbox.com/sh/mu6x5m9j2w89jth/LDkhS38Vi0

    First, why you use 3 layouts ? But ok, yes the one you need must be in every layout.. Or I don't know another way, but that's no problem just copy them, they don't need any save or download from the user more..

    Any more problems with it ?


    The problem is, that behaviors are not global but I got an idea.

  • I'm just using the 3 layouts as examples of what works and what doesn't.

    It's a problem in any game with a lot of layouts because manually adding all those objects to each layout is time-consuming and error-prone.

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