cjbruce's Forum Posts

  • ,

    Unfortunately Q3D isn’t compatible with C3. There are two reasons for this:

    1. The C3 plugin drawing API hasn’t been released yet. This means that no one (other than Scirra) has the ability to write plugins that draw to the screen. Q3D is one of many C2 plugins that require this.

    2. Even when the drawing API is released, someone has to go through the (extensive) effort to convert all of the Q3D plugins and behaviors to C3. I would love it if QuaziGNRLnose were willing to do this, but completely understand if it is more than he is willing to take on. I believe that Q3D is many times more complicated than any other set of plugins on the store.

  • Good evening...

    I'm studying plugins (Q3D), I've even created small projects, but I still have a lot of questions about importing objects (3D), and texturing.

    Can I get more information or instructions, mainly in Portuguese, so I can receive more details and instructions ...

    I'm not sure if you saw this from a few posts back:

    [quote:3fo76lo0]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/vpn0mbh4m7lo9 ... .docx?dl=0

  • Has anyone had any luck with this?

    I am looking to pull video from either the camera or from the iOS photo reel and include it into a video object on the canvas.

  • In addition to the above, I have used Construct 2 with the Q3D plugin to release a fully 3D game. The plugin costs $25, and it allowed me to do everything I needed to do for my game, including a full 3D physics engine. It meant that I didn’t have to switch to traditional coding in C# or C++, and resulted in a much smaller download size than either Unity or Unreal create.

    Q3D doesn’t have all the bells and whistles of the big fancy engines, but if it meets your needs, it will produce something that is way tighter and faster than either of those engines.

  • To get started, I recommend searching for "php" in the Construct 2 tutorials. Here is one that has the basics:

    https://www.scirra.com/tutorials/4887/tracking-your-users-with-ajax-php-and-mysql

    Keep in mind that these tutorials may have been written for an outdated version of php. php has gone through some major changes in the past four years to address some security vulnerabilities, so you will need to go to php.net to read through to see what is new.

    It is also possible to set up all of your database tables entirely within phpmyadmin. When I was first learning, this was much more intuitive than starting with raw mysql code. Once the tables are set up, you can write php scripts that contain mysql code to create/read/update/delete.

  • > Check out the following URL for examples of this:

    >

    > http://simbucket.com/chemthinkserver/ch ... ex.html?as

    >

    > In order to do it, you will need a webserver with a database. Most web hosting companies offer a php/mysql package for fairly low cost. I recommend not saving the images themselves in the database. Rather, store them as a file, then store the filename/URL in the database.

    >

    Nice cjbruce

    Thanks for the indication. I will check it. I am a Hostgator client.

    Is this project yours? Do you know if I can use this method in the mobile apps? Do you have a tutorial about this? I don't know how to start to use this solution.

    The project is entirely my own, though it is a port of a flash-based version written by another teacher.

    It is set up in two parts:

    1. A Construct 2 client - This exists on the user's device, and runs a big Construct 2 project. The C2 project makes AJAX requests to the server.

    2. A php server running a mysql database - This consists of an Apache server which runs php scripts that I wrote. The php scripts contain database calls to the mysql database. All user information is stored on the database.

    This method also works in mobile apps. I used to include ad requests to my own ad server. All you have to do in C3 is make a GET or POST request to the server from the C3 project via AJAX.

    As far as getting started goes, I will try to put this in another reply.

  • Check out the following URL for examples of this:

    http://simbucket.com/chemthinkserver/ch ... ex.html?as

    In order to do it, you will need a webserver with a database. Most web hosting companies offer a php/mysql package for fairly low cost. I recommend not saving the images themselves in the database. Rather, store them as a file, then store the filename/URL in the database.

  • Unity3D and Unreal are both free and can create HTML5 games, but the exports are huge.

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  • This is just another case of poor fill rate performance. We see people running in to this a lot.

    Intel GPUs (which most MacBooks have) have pretty low fill rate capacity. The project provided uses two force-own-texture layers, and enough content is displayed to count as another fullscreen draw, and then there's usually the overhead of a fullscreen draw to copy the game to the display. So it's at least 4x fullscreen draws per frame. On a high-DPI 2K display, one fullscreen draw alone will copy 3.7 million pixels, or around 14.7mb of data. The project does that four times, so it's about 59mb overhead per frame. If you want to reach 60 FPS, that means 3.5 GB/sec of GPU bandwidth.

    Presumably the Intel GPUs have a memory bandwidth lower than 3.5 GB/sec, so you can't hit 60 FPS.

    This is nothing to do with the fact your game is "only" 256x144: once you enable "high quality" fullscreen mode, it's rendering everything - including every layer - at full-whack 2560x1440 resolution. That's what "high quality" fullscreen mode is for! For this kind of game you really ought to use "low quality" fullscreen mode to avoid wasting GPU bandwidth - since that really will render the entire game at 256x144 (which is so small the performance overhead is probably negligible), then stretch the game up to the full-res 2560x1440 once at the end, meaning there is only 1x fullscreen draw overhead. That's probably at least 4x more efficient than your current high-quality fullscreen mode approach.

    By the way this is nothing to do with HTML5, browsers, Construct or anything else - you've hit a hardware limit. A native app would perform the same. 3D games are designed to perform minimal overdraw so don't tend to run in to run in to fill rate limits so much.

    Yesterday I watched a Unite 2017 talk on this very optimization. The developers were making a game in Unity that needed to run at 60 fps on an iPhone 4S. One of their key optimizations was to render the game at low resolution, then upscale to high resolution:

    I also had this problem in my game that I built with the Q3D plugin in C2 -- I couldn't understand why it was running so much better (60 fps) on a 2013 MacBook Air at 1366x768 than on a 2017 MS Surface Pro 4 (13 fps) at 2736x1824. I lowered the resolution to 1280x720 and let it upscale, and the game magically ran at 60 fps on the high resolution device.

    Edit: I had to chuckle when I read this, because I thought it was a Windows problem.

  • Is there any tutorial to correctly position the camera? I found a link to a play list on youtube, but it has been removed. I would like to create a project with top-down view similar to zelda.

    Unfortunately, the creator of the plugin has been banned, and there is no longer any support for it.

    I would be thrilled if someone could pick up where he left off, but in the meantime, the Q3D plugin is the only 3D plugin with support and an active community.

  • > Also, The client's CMS is blocking .json files. All I should have to do is delete the reference to appmanifest.json in the index.html for that, correct?

    >

    It shouldn't cause any problems if appmanifest.json fails to load. Still, .json is a common web format and it might break other things if they block it...

    I re-exported the project in C3 r59, and it is now working fine in both minified and un-minified form. I don't know exactly why, but here is what I saw:

    r42 - Exported project worked fine in all browsers.

    r51 - Exported project worked fine in Safari, Edge, and Firefox, but failed to load (blank screen) in Chrome.

    r59 - Exported project worked fine in all browsers.

    It could have been either a C3 problem, something going wonky with the export, or a problem on CMS import, but I haven't been able to reproduce the problem, and it only exists after the client uploads it to their CMS.

    I'm not going to worry about it now that things seem to be working fine.

    I'm so sorry to trouble you about this, and I really do appreciate the hard work you guys are putting in. Thank you again!

  • I haven’t used NW.js with C3 on my mac, but I have used it with C2, and you have the roght idea. I was able to make a .app file that ran successfully.

    For your website, C3 HTML5 export makes a .zip file that you can unzip and upload directly to the server. Check out my website below to see lots of examples of what this might look like. Construct is natively HTML5, so it is specifically designed to create games for websites.

  • I would like to make Airconsole controller with construct but i cannot send message.

    I recommend checking out the Airconsole tutorials here on scirra.com. Just search for AirConsole.

  • You can disable offline support in C3 by deleting offline.js and sw.js.

    The other errors don't seem related to that at all. You might want to file a bug report, but note you must follow all the guidelines otherwise we probably can't help.

    Ashley

    Thanks for the help on this!

    We will try deleting offline.js and sw.js and see how it goes.

    Also, The client's CMS is blocking .json files. All I should have to do is delete the reference to appmanifest.json in the index.html for that, correct?

  • Ashley

    I have migrated to C3 for my last two client projects. Part of the client's requirements are to disable offline support. In C2, this used to involve removing the appmanifest.json. This doesn't seem to be an option anymore, and I am running out of ideas.

    The app works in Safari and Firefox, but not Chrome. Unfortunately, over half of our user base is running Chrome.

    Here is the email from the client:

    [quote:3obesdg6]I finally got Angle Launched Projectiles loaded this past weekend. It's looking great. Unfortunately last night I was notified that it is "broken" ... which seems to be on Chrome (and maybe Firefox too).

    I've been snooping around trying to figure out possible issues.

    1) I could not add the file appmanifest.json to the server. .json files are on the unpermitted list. I tried to add them to the permitted list and it still rejects the file. But I do remember this as an issue in the past and was thinking that the file was automatically created by Construct not necessary when served from the web. Not sure I got that right? It looks like the index.html file is making a reference to it.

    Here is the direct URL to the app:

    http://www.physicsclassroom.com/PhysicsClassroom/media/Concept-Builders/TrajectoryALP/index.html

    In Chrome, I see the following in the console:

    Safari doesn't show anything in the console, and loads fine.

    Firefox loads fine, but shows the following errors in the console:

    Any ideas?

    I would hate to have to go back and rebuild the whole app in C2.