FoozleCC's Recent Forum Activity

  • Issue filed here:

    github.com/Scirra/Construct-bugs/issues/8686

    I used the sdk v2 example drawingPlugin addon to demonstrate the bug with 3d camera.

    Thanks!

    Foozle

  • Hey all,

    Maybe Ashley will see this. I am working on an sdk v2 plugin where I am extending ISDKWorldInstanceBase.

    For my case, I have a working plugin where I render a 3D model using IRenderer drawMesh during runtime.

    All works if 3D Camera is not used. Once 3D camera is added, the following crashes c3 once the object comes into view:

    Uncaught (in promise) TypeError: Cannot read properties of null (reading 'RendersToOwnZPlane')

    at C3.Instance.RendersToOwnZPlane (instance.js:1:5438)

    at C3.Layer._DrawInstances_3DCamera (layer.js:1:27107)

    at C3.Layer.Draw (layer.js:1:26170)

    at C3.Layout._DrawLayerList (layout.js:1:24177)

    at C3.Layout.DrawMain (layout.js:1:23029)

    at C3.Runtime._Render (runtime.js:1:45802)

    at C3.Runtime.Render (runtime.js:1:44962)

    Looks like we need a way to set RendersToOwnZPlane to false?

    Anyone have a work around to the above or is there a setting I am missing which would prevent this issue?

    Note that simply using drawMesh during runtime works with 3d camera. In this case I believe it is an issue with the _sdkInst being null in:

    RendersToOwnZPlane() {

    return this._sdkInst.RendersToOwnZPlane()

    }

    Any help or knowledge on this is appreciated!

    Foozle

  • I was able to solve eventually with some help from Mikal. Note that after I exported to html, I had to copy the worker.js file to the top level folder before rezipping for it to work.

    I also had the same issue when exporting to WebView2 which was also solved by editing the export by copying the file to the top level.

    In my main.js I created the worker as shown below.

    repulsionWorkerPort = await runtime.createWorker("./repulsionworker.js");

    Foozle

  • Hello!

    I have been having fun learning how to use workers for some things. I have it working great on preview but when I go to export to HTML and upload to itch, I get a 403 error.

    I have tried different ways other than below such as "./repulsionworker.js"

    repulsionWorkerPort = await runtime.createWorker("repulsionworker.js");

    This all works in preview but not on itch.io.

    Is this something that I can fix in my game or is it tied to itch.io?

    Thanks!

    Foozle

  • Such an awesome project example- and I don’t disagree with the performance comments on the mesh deformation video I made lol. Hope it still gives some people ideas for their games!

  • Hi all! It has been a lot of fun playing with the mesh distortion feature and thinking of different mechanics / visuals it can bring to our games. I recently made 2 new tutorials focusing on the feature. The first uses a bezier curve during run time to dynamically update platforms by manipulating control points combined with physic behaviors. The second is an "impact wave effect" where 2 waves propagate out resulting from an object impacting the platform.

    Give the videos a watch and subscribe if you enjoy! Just about at 100 subscribers after starting a couple months ago and have been having a lot of fun making Construct 3 content. Also, below each video below is the link to the itch page where you can also preview the mechanic / download the project files.

    Cheers! FoozleCC

    Watch on YouTube: youtu.be/wocX9jxkWXA

    Embedded:

    Subscribe to Construct videos now

    Itch: foozlecc.itch.io/dynamic-mesh-distortion

    Watch on YouTube: youtu.be/uqjcnvbVun4

    Embedded:

    Subscribe to Construct videos now

    Itch: foozlecc.itch.io/impact-wave-effect-with-mesh-distortion

  • Thanks for the replies! Per the suggestion though I will let this drop so this thread can stay focused on the plug-in :) cheers!

  • Hello! I read through this thread and downloaded / tested your bounding box mesh project, pretty cool!

    I was wondering if you could give recommendation one way or the other on Spriter Pro vs. Spine. I primarily develop in Construct 3 and I am a bit at a loss which will serve me better. Obviously Spine costs more but also may be the better tool to pick to start learning on? I also tinker with Unity but spend most my time in Construct. Looks like your plugin is fairly far along for Spine while there appears to be a "complete" plugin for Spriter Pro. Just looking to learn more about animation and want to start in a solid tool. Looks like Spriter 2 isn't "too far" out from being available also. What are your thoughts of someone using Spine and Construct 3? What made you go this route vs. using Spriter Pro?

    Thanks for any insights you can offer!

    Cheers

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  • Hi all!

    Below is a link to a demo that utilizes a Goal Oriented Action Planning or GOAP AI. I created a YouTube tutorial which goes along with it. In the tutorial, I cover how to plan out your goals, actions, weights, preconditions, and results and then implement them in the engine with a pseudo code walk through. Makes use of Dictionaries, Arrays, and JSON Objects to achieve it. I encourage you to download the file (itch link below) and follow along / tinker to consider how you can implement in your games! Let me know if you determine some more effective ways of implementing, this was my first time implementing so there is likely more efficient methods - Cheers!

    Note: I had to remove the art in the downloadable file so you will see some some beautiful squares running around if you download and open it :)

    Demo + Project File:

    foozlecc.itch.io/goap-ai-tutorial

    Video Tutorial (subscribe if you enjoy, 33 subscribers and counting woohoo :D)

    Subscribe to Construct videos now

    FoozleCC

    Tagged:

  • Hi all!

    Below is a link to a demo showing how to format “BIG” numbers up to 1.7976931348623157 x 10^308 (javascript max value). Using a calculation on Order Of Magnitude (OOM), I show how the name, abbreviation, or scientific notation can be used to display a nicely formatted number to the player. Useful for idle / clicker / any game where you want to show some big numbers :p

    Lastly, on the demo page, you can find the project file to download as well if you would like to tinker with or incorporate into your own games. It took some time to translate all the OOM’s into an event sheet so I hope someone can use! I had to remove the art in the downloadable file but all the event sheet work is there.

    Cheers and feel free to provide some commentary on how to implement this more effectively if you would like or any other commentary.

    Demo + Project File:

    foozlecc.itch.io/formatting-big-numbers

    Video Tutorial

    Subscribe to Construct videos now
  • Thanks staleevolution! You can also download the construct project file from the itch link I posted if that helps you go through it.

  • Thanks Cascade Games! :) I enjoyed putting it together and plan to do more.

    Cheers

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FoozleCC

Member since 4 Dec, 2019

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