cjbruce's Forum Posts

  • I would like put only html files in the root folder but I cannot change relative links in html file.

    In this case, you would need to have two .html files in the root folder with different names. By any chance are you trying to make a game for AirConsole? For AirConsole, you need a root folder with a screen.html and a controller.html.

    Maybe this solution will work for you?

    https://www.scirra.com/forum/viewtopic.php?f=153&t=186227&p=1119512#p1119512

  • How do I put 2 HTML exported games in same folder because index.html files have to be in a same folder?

    Short answer: Put them in subfolders.

    Long answer: It depends on what you are trying to achieve. Are you trying to make a webpage where you can choose between two games? If so, then you will need a main page with a single index.html file with links to the two subfolders containing your individual games.

    A server will only load one index.html file per directory.

  • Hi cj im a young student who has been making games for 5 years now and I would love to use c3 at school tell me how well it works in a school enviroment etc is it worth it or not at school?

    I suppose that it would be up to a teacher. If you love using Construct, I would recommend asking your teacher if you can spend some class time working with it. Making games isn’t everyone’s cup of tea, but it might be cool if you had some spare time for independent work.

  • StillSarah and DaniellMesquito,

    I moved everything off of DropBox to our server and updated the original reply. The new links listed below should work:

    DaniellMesquito

    Done! I just modified everything so that it is a complete working example of a platform shooting game. I included a multi-purpose controller that you can use for lots of different kinds of games. There are no HTML form elements -- everything is built entirely using Construct 2 sprite objects, text objects, and events.

    To play the game on AirConsole:

    https://www.airconsole.com/#http://nerdislandstudios.com/acexample/

    Direct link to the screen file (this works with keyboard controls):

    http://nerdislandstudios.com/acexample/screen/index.html

    Direct link to the controller file (you can try this by itself on your phone):

    http://nerdislandstudios.com/acexample/ ... index.html

    The screen's .capx can be downloaded here:

    http://nerdislandstudios.com/acexample/platformshooterairconsoleexample.capx

    The controller's .capx can be downloaded here:

    http://nerdislandstudios.com/acexample/multipleairconsolecontrollerexample.capx

    Notes on the controller .capx:

    -I designed the controller as a general-purpose controller. There are way more events and game layouts than you will actually use.

    -By pressing the "?" button, you can switch to different controller layouts and control schemes.

    -All directional messages sent from the controller begin with either "r", "c", "8", or "t". These characters indicate how the game should respond, and were intended to test different driving control schemes for a top-down driving game. They were extremely useful to quickly switch between different control schemes in the middle of the game, but you will most likely want to get rid of these extra events once you settle on a control scheme.

    Notes on the screen .capx:

    -This was a prototype for a platform shooter. Feel free to modify and use however you want.

    -I have extra events in here that strip out the "r", "c", "8", or "t" from the controller messages. For this game, they are not necessary, and I recommend eliminating everything that is unnecessary in your actual game.

    Notes on directory structure:

    -You will want to create the following directory structure for your project:

    -Always export your screen .capx to the screen/ folder.

    -Always export your controller .capx to the controller/ folder.

    -Create screen.html and controller.html files, as I described in this thread:

    https://www.scirra.com/forum/airconsole-controller-maker_t186227?start=130

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  • Seconded it With my ipad model, has anybody had same problem with iphone's running ios 11 ?

    My iPhones have the same symptoms as well.

  • cjbruce in the settings under the menu there is a UI mode option. By default its automatic, you can change it to Desktop if you want to.

    Good news! Thanks for pointing this out!

  • I get the same error when trying to launch the C3 editor on the iPad. This only occurs when I log into my account on it. When on guest account it doesn't crashes.

    Same symptoms here. I have been meaning to submit a github issue, but haven’t been able to sit down in front of a computer for a few days.

  • That's great to hear! It's still experimental but we do hope to have good support for C3 on iOS in the long term. I'd be interested to hear how it goes if you use it.

    I tried Construct 3 with my school iPad, and I can't get Construct 3 to link with my Cloud Saves, so there is no way for me to use it in a professional capacity yet, but this isn't really necessary for the students.

    As long as we have a way to get images from photos into the game engine, we should be able to start making basic things. I teach physics, so I am interested in simulating movement and for kids to learn how to show movement as a series of position changes every tick.

    Since all of the iPads now have high resolution screens, would it be possible to use the full interface, rather than the simplified mobile version? My students are used to working with their fingers on small screens, and I suspect they might have an easier time learning the software if the full UI were visible.

  • Scirra,

    I just wanted to say a big thank-you for putting together an iPad-friendly version of C3. This is huge for us, as our school replaced most of our computers several years ago with iPads. We have been wanting to use Construct in the classroom, but haven't done so for lack of a usable platform. We have several hundred students excited to try out the new program.

    Keep up the good work!

    -High School Teacher in the US

  • Trying to follow this thread as it is seems to get a bit out of topic. But what i guess people are saying is...

    They love the event sheet way of doing games but not so happy about the c2/c3 as an engine?

    I can get where they are coming from, as i would like to try make 3D games, but Scirra has no intention of adding 3d support, and probably would't make an event sheet plugin for other engines. Using event sheet is the only way that makes sense to me. So I'm kind of stuck here, LOL.

    All in all I think Construct is a great product though, but I also wish every engine had an event sheet. Kind of like music software has a sequencer/key editor, because I don't really feel like growing a neckbeard and start drinking jolt cola, and learning how to "code" lol.

    +1

    Hear hear!

    I am working in Unity at the moment because our current project is 3D. I would be thrilled to work with event sheets. And, although it is probably a pipe dream at this point, I would love to see Scirra take a stab at combining their awesome event sheet editor with a 3D engine.

    The sooner I can get back to working in Construct instead of Unity, the happier I will be.

  • 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?

  • >

    > 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.