Ashley's Recent Forum Activity

  • The movement behaviors aren't designed to work with the solid behavior added as well. It can result in awkward situations like objects crushed by other ones with no room to move in to, which activates a "get me out of here" routine that moves it to the nearest clear space. I'm not sure how this could be improved or entirely prevented. I'd prefer to leave it as an unsupported case.

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  • The term 'ConnectionProtocol' does not appear to be anywhere in our own code. It sounds like you're using a third-party addon. Please report any such issues to the addon developer.

  • Well if it's just two variables this is easy to deal with. In the C2 runtime it's very simple - I just deleted those cached variables and make SDK calls every time they're needed so they'll update correctly. This is done for the next release and shouldn't need any code changes to third-party addons, the official plugin will just update automatically.

    In the C3 runtime it's a bit more complicated because it can run in a web worker in a different context to the Instant Games SDK, so it does need to cache the variables. To allow them to be changed I've added some methods to the official Instant Games plugin so callers can change the variables. I'm not sure if anyone's plugin supports the C3 runtime yet, but in case you need it, the relevant calls are:

    // Must check plugin used in project
    if (C3.Plugins.InstantGames)
    {
    	const igPlugin = this._runtime.GetPluginManager().GetPluginByConstructorFunction(C3.Plugins.InstantGames);
    	const igInst = igPlugin.GetSingleGlobalInstance().GetSdkInstance();
    	
    	igInst.SetContextId("...");
    	igInst.SetContextType("...");
    }
  • BUT if the "new feature" is to change the context (like in this example) it will be necessary to update contextID and contextType variable in the offical plugin as well.

    Is it just these two variables that need updating?

  • It should work fine. It's hard to help without seeing a project demonstrating the issue, or a full bug report.

  • I think we've got enough features down for the current iteration of the plugin. For every feature we have there are a bunch of people who want us to implement a number of new things. As you can see on the feature suggestion system there are literally hundreds of things people want us to work on. We have only a few developers, as well as a couple of major projects currently in-progress. Time is by far our most limited resource. Everyone argues that their suggestion is the most important thing to work on, but that doesn't mean there are more hours in a day. This is one of the reasons we added in a voting system, since it can help inform our priorities (although it does not dictate it).

    I don't see why other third-party addons need to modify the official addon at all. Can't you just add separate actions and expressions to use new features?

  • Install the addons, open the project, then right-click the project name in the Project Bar, and choose Tools > View used addons. That will tell you which addons the project uses and what uses them.

  • It's straightforward to support script minification. It involves a few trivial changes. Just ask the addon developers to fix it if it's broken by minifying.

  • 2Dog - added Danish.

  • Right-click the Player object in the Project Bar and select 'Find all references'.

  • Read up on how 'this' works in functions. It will refer to the global object in the 'then' function.

  • That essentially proves the problem is not with Construct. You should probably contact Cocoon support.

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Ashley

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