cjbruce's Forum Posts

  • Here's an updated capx with obj file loading.

    https://www.dropbox.com/s/dbehcd1aestt0 ... .capx?dl=0

    The obj files need to have triangulated faces, and uvs and normals in them as well. The texture files also should be flipped vertically.

    Edit:

    Another slight update: it can update the textures of tiledbg and particles as well as sprites now.

    Wow!!!!!

    Thank you so much for this!

  • It's possible in c2. The simplest way would be to find a Babylon3d or q3d example that just loads and displays a model, then just load that in the iframe plugin I'd guess. I'm refering to the actual JavaScript libraries and not the plugins.

    IJCT

    I believe that Q3D was originally imagined as a 3D visualization tool for educational apps. You don't need an iframe to use it. Here are a few examples of it in action:

    https://www.simbucket.com/simulation/chemthink-ionic-bonding/ (username: guest password: asdf -> try the "Ionic Bonding" tutorial)

    https://itunes.apple.com/us/app/earth-and-space-free/id693233408?mt=8 (@kmsravindra posted a prototype of this to the forums a few years ago -- I can't seem to find it though)

  • tunepunk

    Nice!

    I'm using both .obj and three.js .json files in my project. I found that .json worked better for terrain because I could import materials and textures as part of the .json file, but I had a little easier time with .obj files for anything that I needed to reskin (i.e. same wheel, different color).

    Also, the .json files were coming in with lighting information prebaked, which looked weird as the sunlight shifted in the scene. I'm sure there is a solution to this problem, but I eventually ended up just leaving the sunlight where it was and living with it.

    Do you know if Maya LT has a three.js exporter available? Are you finding that it does what you need it to do (as opposed to the full version of Maya)? I'm considering looking at it because our students are trained in Maya and I was hoping to at least be familiar with the program.

  • tunepunk

    I found this a little frustrating too. You will need to play around with the "Model properties" until everything you import comes in looking right. I recommend pulling in a shape that looks different in x,y,z (i.e. the Blender monkey with a missing ear) so you can tell what is happening. Section 1.2 (pages 12-20) of the Q3D manual has a pretty good discussion of getting sizing right when importing models, but it kind of glosses over the fact that rotation is critically important to get right before you start messing with the size.

    https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

    Under "Model properties":

    1. Make sure Model Rotation X, Model Rotation Y, and Model Rotation Z are set correctly first.

    2. Once the Model Rotation is set correctly, then you can work on Model Fit, Model Placement, and Model Scale.

    I believe you can also do this in Blender during the export dialog, but this wasn't part of my workflow.

    Also, are you exporting .json or .obj?

  • StillSarah,

    Thanks for finding the fix! We are reworking our controller over the next few weeks using the new plugin, so I'll let you know if I see any issues on iOS.

  • Having said that, we could possibly have it enabled per layer (so you could for example enable 3D on just one layer, then all 3D content has to appear on that - all other layers are still 2D and are treated as underlay/overlays). But I think it's odd to add a checkbox that says "Enable 3D" when nothing in the editor actually uses that!

    Ashley

    Thank you thank you thank you for looking into this! At some point I am hoping that one of the 3D plugin developers is willing to bring C3 up to feature parity with C2 by porting their plugin over to C3. I'm excited about anything that might make this process easier/better.

    Am I correct in assuming that this "3D-enabled" layer could be used to possibly eventually build a 3D editor in the layout?

  • DeepThinker98

    In the title you mentioned that you are interested in making a First Person Shooter. Construct 2 is primarily designed to do 2D games, but will do 3D with either one of two paid add-ons:

    Q3D: https://www.scirra.com/forum/q3d-v-2-4-3d-physics-skeletal-animation-update_t106677?&hilit=q3d

    or

    Babylon3D: https://www.scirra.com/forum/babylon3d-standard-edition_t183234?&hilit=babylon

    I just did a tutorial on making a 3D game in Q3D: https://www.scirra.com/tutorials/9456/building-your-first-3d-game-with-the-q3d-plugin

    Babylon3D already has an FPS starter .capx under the link above.

    Lastly, this thread was posted under "Construct 3", which has not yet been released, and neither of the creators of the above plugins have announced plans to make Construct 3 versions of their plugin. I recommend moving this discussion to a more appropriate thread.

  • It should read something like:

    C3 is the most professional HTML5 game making tool for the Professional game maker. You need to stress that it's a "professional" tool.

    Something to add a little more weight to the argument that Construct is a tool that, in the hands of a professional, will outdo Unity:

    https://www.airconsole.com/games/and-the-winners-are-

    The contest drew 62 entrants. The top 3 were:

    1st Place - Built with Construct 2

    2nd Place - Built with ???

    3rd Place - Built with Construct 2

  • 3D viewport gets a big thumbs up from me too!

    A lot of the chemical and electric/magnetic field models I make really benefit from 3D.

  • Yaottabyte

    Nice work! I wish I had this at the start of my last game!

  • ,

    I haven't seen this issue on our game, but we aren't running the controller plugin, just the AirConsole plugin. I'll try to do some testing this weekend.

  • cjbruce First of all, it's a bit peculiar that you create a new thread titled "A Teacher's View", about a day after I created a thread titled "An Educator's Perspective" (). Was it too much to reply to my thread?

    Secondly, I believe your thread is a tiny bit misleading. It's one thing to use Construct to develop material, and a different thing altogether to use Construct to teach material. I believe a more accurate title should have been "A Successful Developer's View: ..." MPPlantOfficial's point rings true here. Directly or not, he points out that you're a single person, so obviously it's easy to say it's a bargain.

    For example, an entry-level electronics online class of ours successfully deployed a whole bunch of interactive circuit testing and building simulation apps developed using Construct 2. A C2 license was purchased for each developer, and it was a "bargain" because of how many students have successfully used the exported apps. No brainer. Not the same as teaching with Construct.

    PS: our town passed a referendum that granted the public school corporation millions of additional dollars in property tax revenue. They used around $2 million of it to buy each student in each of the public high schools in the area iPads for use in the classroom and at home. After a couple years of unanimous animosity from the teachers and the students, they discarded all the iPads at a catastrophic loss. They then switched to paying huge amounts of money to buy each student 2-in-1 Windows laptops. I haven't heard how that is going.

    CannedEssence,

    First off, let me say I am a huge fan of your post. It was very carefully considered and thoughtfully written. It is what inspired me to write about my own story. I didn't want to post under you thread for two reasons:

    1. I didn't want to steal your thunder. You did a very good job of explaining your point of view, and aside from a nod of agreement, there wasn't really anything I could say without detracting from your thread.

    2. I wanted to add a slightly different story to the mix.

    To say that I am a successful developer is a bit of an overstatement. For me, software development is a hobby, not a vocation - teaching pays all of the bills, and it is what I love to do. I spend 90% of my productive time throughout the week teaching/grading/planning/talking to parents, and the remaining 10% in Construct 2. My point is that Construct 2's greatest strength is that it enables someone like me to develop useful tools for the classroom at a rate that simply would not have been possible in any other way. Over the years I have seen teachers get creative with things like interactive PowerPoints ("Jeopardy") and really cool Excel spreadsheets (i.e. the "Professional Vector League Draft") for use with their students, but this is the first time in my career that I have been able to make full-up HTML5 simulations quickly enough to implement and deploy over the course of a high school unit (typically 2-3 weeks). Construct 2 is a fantastic enabling tool for the classroom, and nothing else comes close to its functionality. Sure, there might be other tools out there that are better for more traditional development purposes, but Construct 2 is the only one that does what it does so well.

    I think it is awesome that you guys used a Construct 2-generated circuits simulator with your electronics class. In my opinion, that is a success for Scirra's product as much as any other. I am happy to tell other teachers about this amazing tool for the classroom.

    Lastly, I would love to teach an entire class using Construct 2. I think you are absolutely right that we can and should be promoting computational literacy with all of our students. Computer game development happens to be an awesome way to do that. Unfortunately for me and my students, the financial trade-off for putting iPads in the hands of all of the students in our school district was that they removed all of our classroom computers. I love the things that the iPad does well -- the immediacy of filming an event in slow motion, taking a screenshot, and marking it up and doing calculations right on the screenshot, for example. I hate that my students have lost the ability to analyze that motion in Excel on a real computer, or make a computational model of that same motion in Construct 2. Losing our classroom computers is a political battle that I fought and lost, and it is still a pretty bitter pill for me to swallow.

    The reason I posted this in the Construct 3 forum and not in "Open Topic" is that I believe that the legacy of Construct 2 is important enough to me that I don't want to see it die. Teachers have a long a history of paying to support things that they believe to make the world a better place. I am happy to pay for Construct 3 if it means that Construct 2 will continue to be supported by the developers, and that the legacy of Construct 2 will live on for as long as possible.

  • tunepunk,

    The artwork in your game is beautiful!

    I think you are probably right about doing an isometric view in 3D. The game seems like a really good candidate for it. Just switch the camera to orthogonal mode and you would be all set.

    FWIW, 3D models are loaded into memory once, then reused on different layouts. The first load can take a while, so just make sure you have some sort of loading screen with callbacks to keep track of which objects have already loaded.

  • tunepunk,

    I realized I never really answered your question above -- sorry!

    Trying to make a 3D game with a 2D layout editor is a pain in the neck. For Robot Rumble I made the mistake of laying everything out in a side view rather than a top-down view. This meant that I had to do a lot of trial and error to figure out how everything would look when my camera was top-down.

    In the tutorial I intentionally did a top-down layout for the top-down camera. This way it is a lot easier to manually place items. I recommend setting the (x,y) position and the (x width,y width) size in the editor, then creating an in-game camera that you can move around, and tweaking the z-size and z-position of the objects according to what looks right.

    TL:DR

    For a top-down game, use a top-down layout in the C2 editor.

    For a side-scrolling game, use a side view layout in the C2 editor.

    For a 1st-person or 3rd-person game, use a top-down layout in the C2 editor.

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  • QuaziGNRLnose

    I just completed a new Q3D tutorial:

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

    Would you mind taking a look for errors?