Hi, thank you for the comment!
You're right, sending the full history increases token usage. This method is necessary because models like Gemini are stateless and need that history for context. For a real application, it's vital to manage this to control costs. Common solutions include using a "sliding window" of recent messages or summarizing the chat.
From a game design perspective, I also believe it's better to guide the AI instead of allowing completely free chat. Using structured output helps maintain creative control over the game's narrative, a topic I hope to explore soon.
This is a simple c3p file: drive.google.com/file/d/1fdQ1oGPKmY2IXOIJbMAanw5n0a6xvJom/view
Without an error message log it is complicated to figure out where the problem is.
If you just need to add a pixel you can try doing it directly on C3 without the need for specific plugins.
You can add a script like this when starting the first layout:
+ System: On start of layout
-> Run JavaScript: const noScript = document.createElement("noscript");
const img =document.createElement("img");
const yourPixelId = "abc"
img.height = "1";
img.width = "1"
img.style.display = "none";
img.src = `https://www.facebook.com/tr?id=${yourPixelId}&ev=PageView&noscript=1`;
noScript.appendChild(img);
document.body.appendChild(noScript);
Ok, thanks.
Try to guess:
caniuse.com/mdn-html_elements_noscript
You can use <noscript> only with iOS 14+
Sorry, I don't have any iOS devices. I would need some more information to understand where the problem might be...
Does the problem occur with a web page or with an app?
What part of the plugin are you using?
In the properties bar:
- construct.net/en/make-games/manuals/construct-3/interface/bars/properties-bar
- construct.net/en/make-games/manuals/construct-3/project-primitives/projects
Note that "Support for the older 'classic' script mode will be removed in the r242 release in favor of the new JavaScript Modules feature."
— Animate Dygerydoo ibiz TILK LuisCGForte
I just uploaded an updated version of the plugin. It should now support "Module" mode. I tested the sample projects and found no particular problems. But I recommend a little caution and please let me know if something no longer works as it used to.
For the moment the plugin works with "Use Worker: NO" and "Scripts Type: MODULE".
Thank you all!
Thank you — and Animate
In the next few days I will check the code to understand what can be done.
I was thinking of deprecating this plugin and creating a new one to simplify it: what part of the plugin do you use?
I think there is a problem with the scripting support for JavaScript Modules introduced with r226.
Try setting:
- Use worker: NO
- Scripts Type: CLASSIC
Yes, it's true
I think I'll be working on it next week or shortly thereafter
Hi, you are right!
I just uploaded a new version (0.0.0.3)
It depends on what you mean by inserting an html page. You can use the "Text like HTML" option and insert an HTML code into the text:
```html
<p>This is a paragraph.</p>
<p style="color:red">This is another paragraph.</p>
<h1>HELLO!</h1>
<img src="https://construct-static.com/images/v865/r/global/construct-3-logo_v43.png" alt="c3logo">
```
This way you can create an html component on top of the construct canvas.
I don't think you can bypass an iframe to display an external page.
You can do this with `Flexbox align-item: flex-end`
#myelement {
display: flex;
justify-content: center;
align-items: flex-end;
}
link: github.com/el3um4s/construct-plugins-and-addons/issues/7
link: developer.mozilla.org/en-US/docs/Web/CSS/CSS_Flexible_Box_Layout/Basic_Concepts_of_Flexbox
Thanks
I think there is a problem with the new scripting support for JavaScript Modules introduced with the beta r226.
Thank you :)
The source code is not perfect but I think it can be useful
Member since 9 Nov, 2015