The Load image form XXXXX work across all instance?

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  • First, I set a path for each image, and then call the database function to retrieve the image content.

    When the database function returns the image's base64 content, through this function, and the images marked with the path are loaded with the appropriate base64 data.

    But I've almost gone crazy for two days, using every possible method, deleting and adding countless lines of code. Every time I load an image from base64, all the images get changed. I've exhausted all the methods I know, and I can't change one image at a time; whenever I change one image, all the images get affected

    i out of my mind, how the fool i can load image one by one?

    or which way i can present bulk of base64 in construct 3 the same time?

  • Ashley If https://www.construct.net/en/forum/construct-3/scripting-51/loading-sprites-image-url-177628 is the only option, well, let's not mention that finding this necessary information for this is extremely difficult. The illogical design lacks clear official documentation, and guidance is hard to access. For general issues, I rely on your articles and replies to solve them. How can I convince other community developers to build networked projects based on C3? Aside from unclear guidance, the logic of C3 itself is unfriendly for networked and extensible projects. For example, this year's MP plugin can send a large amount of data—have you thought about what that data is used for? We need a "convenient and user-friendly" way to adopt this external data. Now, practically all core aspects like databases and communication have been implemented using my own JS. If I also have to complete the image part using "modern 2025 definitions of data for blockchain-level development," then Construct 3 becomes my big whiteboard for pasting and managing a bunch of code, a JS IDE? Now it’s like a movie theater poster and ticket telling you about unlimited possibilities, but that's not the case. Most of C3's features are outdated and impractical due to numerous limitations, it doesn’t allow for deep development like during the era of C2.

    My minimum acceptable standard is that images should have a user-friendly import feature; C3 display engine is my reason for using C3. Otherwise, if C3 becomes just a big whiteboard for pasting code, people won't need to pay you anymore. A company's capabilities cannot match an open environment, and eventually, someone will copy your inventions and improve it then

    My original goal for the project was to bring W3 development into schools, teaching kids how to develop interactive web games using JUST C3—not meaningless scoreboards, but truly decentralized and interaction with data. But now, just thinking about i have to write an article (i don't want it) to teach kids gives me a headache. what i want is just a C3 sample project then everyone can make game on it, but now transforming the received data into materials for their games seems like a terrifying process. If I’ve already implemented all this with custom JS, then what’s the value of using C3? Construct itself is an excellent tool that is friendly to schools; I just want anyone to be able to use the decentralized mechanism I developed through C3, making game development more accessible. Why is it so difficult? Why are there so many restrictions?

    Please, can we have an easy way to import images?

  • By the way, I found that the authorhttps://www.construct.net/en/users/1099942/bahman7/forum-posts of the forum post that having the same problem was the last reply!

    proving that this problem caused one more capable developer to disappear from C3...

  • The illogical design lacks clear official documentation

    Are you sure?

    While I do agree that it's somewhat of an unintuitive design, it has been improved since the last time I encountered it. Because nowadays you can add animations to a sprite dynamically. Meaning you can:

    1. Create your 4 sprites

    2. Create animations on each (A, B, C, D)

    3. Set them to use that animation

    4. Load your image into each animation respectively

    That should do the trick.

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  • It would be extraordinarily wasteful if Construct loaded the same image 1000 times for 1000 Sprite instances. Therefore all Sprite instances share the same set of images. When you load an image from a URL, it replaces an animation frame in the shared set of images, therefore updating it for all of them. When you look at it that way, I think it works logically.

    The Sprite manual entry does note:

    All instances of Sprite objects share their animations. In other words, there is a single set of images comprising the animations which belongs to the object type, and these images are referenced by instances.

    To clarify the point about loading an image from a URL specifically, I've just added a note to that action:

    Note that as all Sprite instances share the same set of animations and frames, loading an image will replace the image for all instances of the object type. If you want to dynamically load images for individual instances, try adding animation frames and loading a different image in to each frame.

    That note advises what you can do instead. It looks like you linked to a thread about 2 years old, and I don't think dynamic animations were implemented back then, so you may have fallen in to the trap of digging up out of date information. It should already be possible to use dynamic animation frames to load images from URLs on a per-instance basis.

  • I don't really like this, but it's technically qualified to load unlimited images, good to see more!

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