cjbruce's Recent Forum Activity

  • After some more messing around with different versions of blender and exporters I managed to import the .obj in blender and export it as an .obj from there, it works now, thanks!

    Nice!

    I'm really hoping to convince someone to to make a modern implementation of three.js or babylon.js for C2/C3 so we don't have to rely on a really old exporter, but alas, we might have to wait a while.

    Unity3d web export is so bloated.

  • Can you explain how I do that? I'm still learning the basics.

    Thanks.

    In Construct, the entire event sheet is called every tick (nominally 60 times each second). Most likely, you don't want to start playing a sound every tick.

    Instead, you probably only want to play the sound once when a particular event has occurred. For this you will need to use a "trigger". Many conditions are automatically designated as triggers, such as "On Start Of Layout", but some conditions are not, such as "health <= 0". In the latter case, you can add an additional condition called "Trigger Once While True". This will cause the event to only be called once, instead of every tock.

  • So far, i know how to change the color of a sprite, for example using the Hue or Adjust HSL effects.

    However, those actions make a hard transition.

    I've been recommended plugins that are for C2 and still not available for 3.

    Using C3, does anybody know how i can make a smooth transition of color/hue?

    Litetween will do the trick -> you can tween a value (or three values, in this case).

  • That's a fun game! Thanks for suggesting Asset Forge, I purchased it right away and made some quick models with it. However Q3D seems to have the same problems with the .obj models as it did with the ones I made in Blender. It gives a javascript error at the start and only shows the bounding box, not the model itself. Is there any way to work around this?

    Darn! I didn't consider the R71 problem. Can you open the files in Blender, then export them using R71?

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  • >

    > I worked with Q3D for about six months and released a game with it. There are a couple of gotchas when working with Blender to import models:

    >

    > 1. Make sure you are using the three.js R71 exporter. Later versions of three.js made some breaking changes.

    > 2. Make sure you are calling at least one of your diffuse map textures "DiffuseMap" in the animation editor in Construct 2.

    >

    > Also, in case you haven't already, read all the way through the excellent Q3D manual: https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

    >

    > I will be here off an on, as I am currently working with Unity on a bigger project. I still love working with Construct and Q3D, so I will try to check here periodically if you have questions.

    >

    > PS - fuego96 is a genius. Be sure to bug him too.

    > PPS - QuaziGNRLnose is also a genius.

    >

    cjbruce

    Sorry for the very late reply, was caught up in the beginning of the new school year. Thanks for the help! Can I play your game somewhere?

    I messed around with Q3D some more and settled with just cubes and sprites. On one hand because I am no good with making good low-poly models, on the other hand because this will have to run on cheap-ish student tablets.

    Here is what I have so far:

    http://barbaareducatie.nl/barbarium

    Some notes:

    - only the first room (first to the left) has content right now

    - it is in Dutch

    - the screens (which will have video and audio) don't work yet

    - you can walk through walls because I can't really code

    Nice work! Have you considered http://assetforge.io for making models? It might fit your style, and is pretty easy to use.

    My Q3D game is available for AirConsole at the following URL:

    YOUTUBE TRAILER:

    https://youtu.be/bry1hOjbb3E

    DIRECT PLAY LINK:

    http://www.airconsole.com/#!play=com.nerdislandstudios.robotrumble

    I built it with several of my physics students, and we were all learning 3D game development at the time. It was great to work in C2 because we didn't have to worry about learning C# and Unity.

  • I'm in the same situation. I'm way more comfortable in Construct than I am in Unity, and have been using C3 to prototype ideas and layouts, which I can share with my team easily via the web. The game itself is being built in Unity3D, but a lot of time it is easy to visualize and demonstrate how ideas would work in a top-down 2D view. C3 is great for this purpose.

  • I feel doing anything UI related in Construct has always been quite a hassle. I would love to have a new type of group node, where every object inside automatically is translated with that group. Kind of how Container "SHOULD" work, in my opinion. Now you have to use pin, and other workarounds if you want to move/scale/rotate multiple connected objects in realtime, and quite often you wanna do that with UI elements and popups etc.

    I completely agree. Most of the things I build with C2/C3 are not games, and popups have always been a pain. Both suggestions here (parented views and stopping bubbling) would have been very helpful on many projects.

  • I switched over from GameSalad to C2 in 2014 and haven't looked back. There were a few reasons for me why C2 was a better fit, but the two biggest ones were:

    1. I am a teacher, and I needed a way to create something for my students and publish it in a few hours instead of a few weeks. HTML5 is perfect for this. I also have the option to publish to the app store as well, but I don't do this often, as HTML5 is better for my target audience.

    2. Construct 2 was significantly more capable and feature-complete than GameSalad. I don't know if this is still the case. Since C2 is designed around web technologies, it was easy for me to integrate with a server backend and get appa talking to each other.

  • cjbruce

    These are all implemented, except for a very few, like

    getServerTime() (there was a reason I did not implement it, can't remember)

    editProfile() -> this one is controller exclusive

    onEmailAddress -> this one is controller exclusive

    requestEmailAddress -> this one is controller exclusive

    onDeviceMotion -> this one is controller exclusive

    vibrate -> useless, send a vibrate message and implement html vibrate on your controller. It is controller exclusive

    setOrientation -> this one is controller exclusive, used at instanciation

    showDefaultUI -> this one is controller exclusive

    Constants are not to be implemented in Construct

    Nice! Of the remaining ones, I think setOrientation() is the only one that is absolutely necessary to make a game. Without this, controllers are stuck in portrait mode, which is really awkward for many games.

    I'm not sure about editProfile(). I suppose it would be up to AirConsole if they want to require it.

    I'm also not sure about onDeviceMotion(). I got some weird results trying to do this in C2. It seemed like AirConsole was overriding the C2 behavior, and making accelerometer controls not work at all for iOS. I suppose it is best to not implement onDeviceMotion(), and try to get accelerometer controls working entirely with Construct.

  • > So I should add the few controller reserved functions to the plugin as well I guess?

    >

    I would say that we don't need/want the ability to add html elements, but I would need to take a look at the rest of the controller API to see what else is missing. I can't remember what was there off the top of my head, as I haven't look at the API since last fall. Things like getNickname and getDeviceId would be good though.

    Ahh. Back at the computer now. I'm having a look through the AirConsole API, and I see the following things that a controller might use. I tried to go through your code to determine what remains to be implemented, and I apologize if you included something already that is in this list:

    Members

    (static, constant) ORIENTATION_LANDSCAPE :string

    The landscape orientation.

    Type:

    string

    Source:

    airconsole-api/airconsole-1.7.0.js, line 78

    (static, constant) ORIENTATION_PORTRAIT :string

    The portrait orientation.

    Type:

    string

    Source:

    airconsole-api/airconsole-1.7.0.js, line 72

    (static, constant) SCREEN :number

    The device ID of the game screen.

    Type:

    number

    Source:

    airconsole-api/airconsole-1.7.0.js, line 66

    Methods:

    getDeviceId()

    editProfile()

    getCustomDeviceState(device_id)

    getPremium()

    getServerTime()

    isUserLoggedIn(device_id)

    onActivePlayersChange(player_number)

    onDeviceMotion(data) *** - This one wasn't in X3M's version, but is necessary for accelerometer controls

    onDeviceStateChange(device_id, user_data)

    onEmailAddress(email_address)

    onHighScores(high_scores)

    onPremium(device_id)

    requestEmailAddress()

    setCustomDeviceState(data)

    setOrientation(orientation)

    showAd()

    showDefaultUI(visible)

    storeHighScore(level_name, level_version, score, uid, data, score_string)

    vibrate(time)

  • So I should add the few controller reserved functions to the plugin as well I guess?

    I would say that we don't need/want the ability to add html elements, but I would need to take a look at the rest of the controller API to see what else is missing. I can't remember what was there off the top of my head, as I haven't look at the API since last fall. Things like getNickname and getDeviceId would be good though.

  • How can I upload the games without an index.html file? Every place I try to upload it asks for a index.

    Are you referring to AirConsole games, or games in general?

    AirConsole games are special, and much more complicated to set up. This thread is specifically for AirConsole controllers.

    If you want to post a non-AirConsole game to a regular website, you can pretty much disregard everything in this thread.

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cjbruce

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