cjbruce's Forum Posts

  • Hi, it's been a while. To anyone who knows the answer to this question (I've searched). But to setup the context, lets say we have an .obj with three cubes.

    I see the "SYSTEM --> For Each child" and upon iteration, the .idPicked property shows unique numbers. Great.

    But applying something like "Q3DMaster --> Set object visible" to false doesn't seem to have any effect.

    QUESTION:

    Does the "System --> For Each child" work for loaded .obj that has children (the three cubes in this case) at all?

    Or is it only useable for Q3DModels instantiated/created in C2?

    WHY:

    ThreeJS's Object3D.traverse(callback) seems to fit the bill for this type of useage. Just asking

    https://threejs.org/docs/#api/core/Object3D

    Super interesting question! One of the limitations I have been living with is a low object count. If I try to do lots of objects, I quickly overload the CPU. Being able to do instances of objects like you can in Babylon3d would be great. QuaziGNRLnose, is this possible with Q3D?

  • I dont know how to make the 3D things in C2. Did you use a plugin or 3rd party or something?

    I used a paid set of Construct 2 plugins called Q3D. You will also need 3D models to play with to make games, so a free program called "Blender" is a good place to start learning how to do 3D modeling and texturing.

  • >

    > > You made it with construct 2?

    > >

    >

    > Yup! ??

    >

    > My main goal with this game is to push the limits of Construct 2 and to show that full 3D games are possible.

    >

    > Plus I get to use event sheets instead of coding directly in a language. It is SO much faster to get everything working in Construct 2 than in a language like C#.

    >

    Can you teach me how to make 3D with C2?

    I can help!

    What did you have in mind?

  • >

    > >

    > >

    > > Sure. My idea is a tutorial teaching how to create borders in 3D models like seen in Ultimate Spider-Man and Pokémon Sun & Moon, bringing a cartoon look-like to 3D games.

    > >

    >

    > Ah, so maybe a tutorial on how to create 3D scenes? Most of the work to do this would be done in something like Maya or Blender, then pulled over into Construct 2 when it is all done. I ended up hiring a 3D artist to do this for Robot Rumble 2.0 -- I am not an artist myself. Maybe a short tutorial on pulling in textured models?

    >

    "Maybe a short tutorial on pulling in textured models?" It would also be a nice tutorial people need here. But I'm talking about a system in C2 to cartoonize the 3D models with borders. This can't be done in the modeling program, but in the game. Like Ultimate Spider Man and Pokémon Sun & Moon does.

    Ah. I see. I haven't tried it yet, but something where the model has a very slightly larger shell around it with flipped normals and a black color? This could give the cartoon border effect, particularly for a model which is flat shaded with a solid color. The simplest way to do this would be to create it in Blender, then pull it into the game. There might also be some custom shaders that can do this without the shell method, but I haven't played with custom shaders yet, and I'm a little scared to go there. I believe Gigatron is the shader master.

  • >

    > I have done one walk through tutorial already, and might do more, depending on interest:

    >

    > https://www.scirra.com/tutorials/9456/building-your-first-3d-game-with-the-q3d-plugin

    >

    > Is there anything in particular you would like to see?

    >

    Sure. My idea is a tutorial teaching how to create borders in 3D models like seen in Ultimate Spider-Man and Pokémon Sun & Moon, bringing a cartoon look-like to 3D games.

    Ah, so maybe a tutorial on how to create 3D scenes? Most of the work to do this would be done in something like Maya or Blender, then pulled over into Construct 2 when it is all done. I ended up hiring a 3D artist to do this for Robot Rumble 2.0 -- I am not an artist myself. Maybe a short tutorial on pulling in textured models?

  • >

    > > Amazing work! How you did these 3D effects?

    > >

    >

    > Thank you! ??

    >

    > This was all done using the Q3D plugins developed by They are a Construct 2 implementation of the threejs html5 3D library. Physics is done with a modified version of the Oimojs library.

    >

    > three.js is a full 3D engine, just like Unity3D or Unreal Engine 4, but built to use webGL. It doesn't have all of the newest features, and you won't be able to make a next-gen console game with it, but it is perfect for cartoon-style stuff that doesn't try to be photorealistic.

    >

    Very good. Nice to know here are awesome developers using Q3D. What about creating tutorials about Q3D in the tutorials section?

    I have done one walk through tutorial already, and might do more, depending on interest:

    https://www.scirra.com/tutorials/9456/building-your-first-3d-game-with-the-q3d-plugin

    Is there anything in particular you would like to see?

  • You made it with construct 2?

    Yup! ??

    My main goal with this game is to push the limits of Construct 2 and to show that full 3D games are possible.

    Plus I get to use event sheets instead of coding directly in a language. It is SO much faster to get everything working in Construct 2 than in a language like C#.

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  • Amazing work! How you did these 3D effects?

    Thank you! ??

    This was all done using the Q3D plugins developed by They are a Construct 2 implementation of the threejs html5 3D library. Physics is done with a modified version of the Oimojs library.

    three.js is a full 3D engine, just like Unity3D or Unreal Engine 4, but built to use webGL. It doesn't have all of the newest features, and you won't be able to make a next-gen console game with it, but it is perfect for cartoon-style stuff that doesn't try to be photorealistic.

  • Hi cjbruce,

    Well, I found that Q3D like you said doesn't behave like C2. In short, if I give every object a unique name I can then sort the z order. Creating items based on a 3d file all fall on the same z level making the procedural level generation I was hoping for near impossible. The amount of objects quickly becomes impossible to handle if they all need a unique ID to sort z location.

    http://www.liquid-glass.com/123/test2.capx

    Hmm. I take it you are mixing 2D with 3D? Can you post a working link showing what you are attempting?

    I won't be able to look at the .capx until thursday.

    I might have a few ideas for how to solve it...

  • Out $20 Bucks and moved on to see if Q3D will work for me. Think X3M and Scirra had some falling out. Q3D is ok but I'm running into the same problem - Needs more documentation.

    I have been using Q3D extensively for the past six months and am now really comfortable with it. Unfortunately, I am on vacation at the moment and won't be back in front of a computer until Thursday. Until then, I should be able to answer questions.

    If you want, feel free to pm me with questions, and I will try to respond as soon as I can.

  • I'm having some probems with Z sorting 3D files in Q3D. Even if I palace things on different layers they seem to have Z errors. Thought that the order creation would place them on top but no luck. Any ideas? Or am I missing something here. Tried Scirra z order, and Q2D sort order but they still display wrong.

    Cheers,

    http://www.liquid-glass.com/123/test.capx

    Q3D exists in its own parallel universe from the C2 z-sorting. In order to visualize which things are going to appear in front, you need to keep track of the object.xw, object.yw, and object.zw, and the camera x/y/z, as well as where the camera is pointing. This is similar to how things work in a 3D program like Blender. Unfortunately, neither C2 nor C3 can do the necessary z-sorting for this in the editor, so it will take tweaking the x,y,z position, then preview, then tweaking the x/y/z position, then preview, then tweaking, etc. until everything looks right.

  • HI guys I'm currently making a racing game but how do i create drift marks when the player turns and then they fade away with time

    Particles work great in this situation. Check for any time that the car is accelerating (speeding up, slowing down, or turning), and spawn a puff of dust or two. Particles have built-in lifetime properties the you can use to control the fade.

  • One way to do this is to use the physics behavior, instead of 8-direction. Instead of turning toward a direction, apply a torque toward a direction. Instead of moving in a direction, apply a force or impulse in that direction.

    With physics you will get a lot of different controls to make the game more realistic. Just make sure to set world gravity to zero.

  • Lots of improvements in the past week. I have been playing around with mechanics and AI:

    1. You have a team of robots, of which you control only one at a time as an fps.

    2. All robots are controlled by AI if they aren’t being controlled directly by you.

    3. The goal is to win by destroying all enemy towers.

    4. Creeps are very good at destroying towers. They do a lot of damage very quickly. I was thinking it would be cool to have some sort of creep spawning mechanism that got more powerful as time goes on.

    MOBILE CONTROL UPDATE:

    If you play on mobile, I added three buttons to select the electric tank, the laser tank, or the creep.

    KEYBOARD CONTROL UPDATE:

    If you play on desktop with a keyboard:

    Press the “1” key to select the electric tank.

    Press the “2” key to select the laser tank.

    Press the “3” key to select the creep.

  • Hi there, I'm new to construct in general.

    My question is if construct 3 can be used to make web apps, and not only games.

    Meaning can the final build be set as to not include physics, for instance, or generally anything not used.

    Also, how would it fair with platform specific features?

    This is considering that the objective is to create apps for web and mobile, based on html5.

    Please enlighten me on the subject matter.

    Construct is awesome for building HTML5 web and mobile apps. I haven't found a better tool for yet for this purpose. It is pretty cool to have the full game engine capability when you are designing a non-game experience. I was a little worried about making things lightweight, but haven't found this to be an issue, even with projects with tens of plugins, hundreds of layouts, and thousands of events.

    Here are some of the non-games I have made in Construct 2. The only one that can't currently be built in Construct 3 is ChemThink, which uses the Q3D plugins which have not been ported to C3:

    1. 50+ HTML5 science simulations on http://www.simbucket.com: https://www.simbucket.com/welcome-to-simbucket/

    2. ChemThink front end (I used php on the backend): https://simbucket.com/chemthinkserver/chemthink/index.html

    3. DC Circuit Builder for iOS: https://itunes.apple.com/us/app/dc-circuit-builder/id863128050?mt=8

    4. DC Circuit Builder for Android: https://play.google.com/store/apps/details?id=com.nerdislandstudios.dccircuitbuilder&hl=en

    5. Physics Question Bank: https://dl.dropboxusercontent.com/u/55106174/questionbank/index.html