fuego96's Forum Posts

  • X3M Thanks for the reply to the NewMesh Array question.

    Hey, will there ever be a "Mesh" collider implementation? I'm trying to do particles (like raindrops) bouncing off an umbrella. The umbrella being curved is a big challenge when all i have are boxes and (perfectly round) spheres as colliders. No rush, just asking.

  • Create a NewMesh object, set clone mesh in events 10 times. Then add a textbox that on press any key show NewMesh.Count. This will show one, because you only have one object created that C2 ...

    <object>.Count

    .Count is a C2 method which can only count the objects that exist in the C2 application/variable scope.

    When cloning multiple meshes from a NewMesh source, a duplicate of that model/mesh is created in the NewScene (BabylonJS scope). That mesh may have a C2 reference, but NewMesh.Count's .Count method, which is strictly a C2 method, will not be able to introspect the "New Mesh" object for any count information until some additional coding is done.

    The real quesion for X3M is, can the .Count method be overridden with a BabylonJS implementation (without affecting C2.Count operations) OR a New Mesh.MeshCount method be created?

    X3M, Correct me if that's not the right concept.

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  • So, when we use the event "Clone mesh" and set a name , Babylon3D have also to create a NewMesh.Object and add the name in the properties , in the same way the Sprite.Objects does when in events you create an object, "spawn another object" etc... if not we can't manage this mesh using events because C2 not have idea this one exists, only exists in the Babylon scene render.

    X3M How about "New Mesh Array" for "New Scene" object?

  • Will do, thanks!

  • imgur.com/a/64hgw

    Just bought Babylon3D for Construct 2 (2 license in fact). But I'm having this error.

    I do have Q3D as well so I'm wondering if it has anything to do with that (I assume no).

    All I did was opened the "Basic scene.capx" template and hit the run button.

    Could it be because I'm running the Steam version of Construct2?

    Help...

  • QuaziGNRLnose, i just payed using paypal about 45minutes ago. Unfortunately my email inbox got full and while I had cleared some space, I wasn't sure if the confirmation was automated, in which case it probably wouldn't report the send failure nor would it automatically resend, or was a manual process, in which I don't know how long I'm supposed to wait.

    So I figured I'd ask here. Sorry for the trouble.

    EDIT: Got it, many many thanks for the quick reply ! Going to have some fun now !!!

    There's a thing called "time-to-market" and sometimes, having a product delivered sooner rather than later is a better option. I'm already starting to use SuperPowers (which includes 3D) support via ThreeJS. The point is, when people start looking for alternatives and start to get comfortable with the other solutions, they may not have the time to "go back" to Construct 3 for newer games. They may use C2 only to maintain older games (which i'm doing now).

    C2 is a doorway for so called "non-programmers" to get into game development. But it's a matter of time before said "non-programmer" acquire enough programming skills to get into the more sophisticated tools. It takes less time to learn a new language, get to an intermediate skill level and then use Unity than it is to wait for C3 (as an example).

    I would suggest C3 development and roll-out be in phases -- if even possible. The community would likely be more supportive of a program that is forever in beta than to have something 2 years later that may turn out to be just as common as the next tool (IMO).

  • kantin,

    The issue is with the updated "Box2D asm.js" not being compatible with CarPhysics behavior (v0.1).

    In order to run the tutorial successfully in newer Construct 2 revisions (including r210 beta), just close the "SideView_Car_Physics_0.1_tutorial.capx" project (if you have it opened) and then open it again *but* do not preview it just yet.

    Change the "Physics engine" project property to "Box2D web" instead of "Box2D asm.js". This option can be found by clicking the folder name "New project" in the Projects tab (within the Project Bar view). Now you should be able to preview it.

    By default Construct 2 only loads runtime scripts when previewing a project for the first time. So if you previewed the tutorial first before changing to "Box2D web", changing it later doesn't help, as the previous runtime scripts are not updated -- unless you close the project and open it again that is.

    EDIT: This wasn't a problem for C2 revisions 196 and below.