purplemonkey's Forum Posts

  • Hey, try adding this (JS add script action) on start of layout.

    document.onkeypress = function (event) { 
    event = (event || window.event); 
    if (event.keyCode == 123) { 
    return false; }} 
    
    
    document.onkeydown = function (event) { 
    event = (event || window.event); 
    if (event.keyCode == 123) { 
    return false; }}
  • Here you go Carlos https://uploadfiles.io/jos1p

  • Last time I did this I had to change background color for both html and body.

    You can do this either in index.html or just execute javascript on start of layout in the game.

    (haven't tried it on android or ios but it works fine on pc)

  • No, the Construct 2 SDK is too limited to really do any more with the plugins.

    Hehe, that's really too bad QuaziGNRLnose. I had such a fun time tinkering with your plugin. It would have been very cool to see this get updated with better support for animations, shaders and just general things already supported for three.js. We spoke a while ago about the C2 limitations however, so I fully understand the decision of not continuing to work on this..

    Here are some of my experiments!

    https://twitter.com/drestuff/status/909050846188580864

    https://twitter.com/drestuff/status/816313052824010752

    https://twitter.com/drestuff/status/1081264346620149762

  • Wow, really neat seeing this thread updated once again.. Looks like you've made lots of cool progress!

  • Windows 8.1 Pro

    Construct 2 262 (64-bit)

    NWJS v0.32.0

    Chromium 68.0.3440.75

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  • I also noticed this memory leak recently. Haven't done much research into it other than shaking my head in sadness. Anyway, I just wanted to confirm that it's happening to other people as well.

  • Try changing to Cocoon Version 2.1.0.

  • Yep, I can confirm this.

  • Wow, I see you've been doing great work. Keep it up, can't wait to see more!

  • Updated the original post with recent information, screenshots and initial download capx.

    Inception style link https://www.scirra.com/forum/viewtopic.php?f=180&t=197735

    Cheers!

    Really cool stuff! Will you be continuing this experiment? I'd love to see how you'd handle floors and ceilings! Hmm, I wonder how you would go about improving performance to make this engine a bit more viable for a fully fledged game.

  • Due to some demand, I'm still working on it, but with rather little time on my hands right now.

    So I'll clean stuff up a bit and upload a capx end of this week or beginning of next.

    Cheers, and thanks for your support!

    Looking forward to it!

  • Just a quick heads up,

    I improved the performance 200-400%, so it runs at 60 fps with 40% single core CPU workload.

    Right now, sprites and z-sorting are getting implemented. As the engine is set up, I'll be scrapping translucent walls.

    Also I need to find a way to efficiently implement floor and ceiling casting. As this is doneper-pixel (vs. per stripe as for the walls), it's much more expensive.

    I'm planning on releasing a first capx when the sprites are done though.

    Sounds amazing, I'm looking forward to seeing more of this. Keep up the great work!

  • Problem Description

    Previewing projects with a lot of assets can result in a project not loading (red loading bar error). For me the maximum amount of files seems to be at around the 6000 mark but I'm not sure if it's the same for everyone. Console says "Failed to load resource: net::ERR_INSUFFICIENT_RESOURCES".

    This issue has been brought up before but I have encountered the same issue in Chrome as well.

    Attach a Capx

    Loading_Bug_Toomanyassets.capx

    Description of Capx

    The project file has 6000+ assets.

    Steps to Reproduce Bug

    • Run Layout

    Observed Result

    The project does not load in preview, resulting in a red loading bar error.

    Expected Result

    Failing to load layout.

    Affected Browsers

    • NW.js: Yes
    • Chrome: Yes

    Operating System and Service Pack

    Windows 8.1 Pro

    Construct 2 Version ID

    247 (64-bit)

  • Hey Is there any way to check if a model is fully loaded to execute an event?

    Animations just don't play when I play them at the start of the layout. I can make this work by delaying it by, say, 3 seconds, but it seems like a workaround.

    Anyway, I've been using Q3D for a few weeks. Good job ^^ I am kinda getting used to this.

    You can check if everything's loaded by doing compare two values and checking if Q3DMaster.LoadStatus = 1.