1mrpaul1's Forum Posts

  • Advice me please, how to convert x,y from one layer, to another layer with 0.7 scale value?

  • Today construct suddenly updated to the newest version, and I noticed it only after fade behavior stops work in my game

    it is really shame

    Because I already saved the game in the newest buggy version and can't return to the old, normal

  • That looks like some kind of error reading the GLTF file. Can you share the project, so I can debug?

    Give me please your email

  • About error that i reported some time ago. I saved the game as a folder and was able to open it, but when open the scene with 3d models, got this error and constructs red error screen

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'undefined') TypeError: Cannot read properties of undefined (reading 'undefined') at GltfData.loadGLTF (blob:https://editor.construct.net/1650f26e-afd8-4ef1-8889-ac99a87b10d0:193:44) at async GltfData.load (blob:https://editor.construct.net/1650f26e-afd8-4ef1-8889-ac99a87b10d0:33:20)

    Stack: TypeError: Cannot read properties of undefined (reading 'undefined') at GltfData.loadGLTF (blob:https://editor.construct.net/1650f26e-afd8-4ef1-8889-ac99a87b10d0:193:44) at async GltfData.load (blob:https://editor.construct.net/1650f26e-afd8-4ef1-8889-ac99a87b10d0:33:20)

    Construct 3 version: r276.2

    URL: editor.construct.net

    Date: Fri Dec 17 2021 13:40:37 GMT+0300 (Moscow Standard Time)

    Uptime: 46.8 s

    Platform information

    Browser: Chrome

    Browser version: 96.0.4664.93

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 0.8999999761581421

    Logical CPU cores: 12

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/96.0.4664.93 Safari/537.36

    C3 release: r276.2 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 1650 Ti Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.6692)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • Wrap my head doing the motion of the bullet in the 3D space

    With 2D everything is simple, just moving in some angle with some speed but is it possible to do something like this in the z coordinate?

    The problem became even harder because with the different fps Z speed got to be different

    Any ideas?

  • have issues with opening the project file after updating the plugin from version 2.4 to 2.9

    construct.net/en/forum/construct-3/general-discussion-7/cant-open-projectdo-165856

  • Ok, got it

    related to the update of the 3D object plugin.

    will ask in the 3Dobject topic

    Thanks

  • No backups, the last backup was a long time ago. then I reinstall construct and forgot to enable backups

    and I didn't know how it is happened

    today, decided to open the game that I did 2 weeks ago, and bah...

  • Today tried to open one of my projects, but cant't

    got Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project message

    and this error and warnings in the browser console

    main.js:1958 [SDK] SetSupportedRuntimes() is deprecated and no longer has any effect SetSupportedRuntimes main.js:1958 main.js:726 [Project] Exception opening: Error: name already in object class namespace at new d (/r275/projectResources.js:531) at Function.xa.j (/r275/main.js:938) at Function.bD (/r275/projectResources.js:538) at d.fQ (/r275/projectResources.js:592) at d.fQ (/r275/projectResources.js:620) at Function.fpc (/r275/projectResources.js:621) at async Promise.all (/r275/index 8) at async d.ALb (/r275/projectResources.js:626) at async d.ILb (/r275/projectResources.js:1583) at async Object.CCG.en (/r275/main.js:704)

    what I cant to do to try to open it?

  • Found another thing in the construct that increase the size of the code

    It is a timelines

    Yes, I'm using a lot of animations with a lot of parts

    15 of these animations costs 1mb without minification and about 500 kb with it

  • Seems like a perfect place for svg.

    i never was able to use svg, there is so many restrictions

  • very nice, controls for mechanics need a bit more work it's not as fast as i was expecting it to be. but a nice game so far.

    thank you. yes, controls got to be enchansed

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  • jamban

    I hope you can share how to make it

    yes, I will try to make some tutorials in the future.

    If shortly, most hard question,is how to make 3D model. As long as we need only textured objects.

    Also, the number of the polygons got to be very low

    Another issue, it is collisions.

    You got to handle zelevation for all collided objects.

  • There is 1 animated object on the screen and it alone increases the CPU consumption to 5% (while the animation is running). There is no problem so far, the real problem starts when I add objects that have no animations to a place where the camera can see them. How Does? I add 5 more objects next to this object, and these objects do not have any animation, the animations of the object I mentioned at first are working and now the CPU consumption has increased to 30%. Whereas, the only object rendered animation is the one that works because the camera doesn't move, but it looks like it's rendering other objects as well.

    if you are making any manipulations with 3dobject, in the construct, rotating, moving, changing size, it is also affecting on the processor a lot

    depending on how many polygons in your object.

    if 5K or more, simple rotating of this object when it is on screen, will drop performance a lot

  • ** note... resizing the images to such a drastic difference might result in quality loss, unless the original files are vector images. but not sure how spine does the rescale export.

    of cause, I'm making a lot of work with images

    but I can't make pixel art graphics.

    and compression, as in the png, doesn't work when you compile the game as playable. otherwise, the size of the images seems increasing because of the base 64 format.

    this is why I'm asking ability to use graphics from asset folders, how facebook asking