macube's Forum Posts

  • Nepeo thanks for the extensive explanation. :)

    With globalThis it works for me.

  • Ok, i have found a solution..

    Call this on parent:

    globalThis[0].MyFunctionInsideTheConstruct3Canvas();
    
    

    It works now. :)

  • I have create a iframe. And inside the iframe is the construct 3 canvas.

    But how can i call any canvas functions from the parent?

    This is how i get the canvas inside the iframe from parent:

    var iframe = document.getElementById("iframeheadermain"); // Works!
    iframe.onload= function() {
    	
    var iframe_canvas = iframe.contentDocument || iframe.contentWindow.document; // Works!
    
    var icanvas = iframe_canvas.getElementsByTagName("canvas")[0]; // Works!
    icanvas.MyFunctionInsideTheConstruct3Canvas(); // Here i call my custom construct 3 function - Dont work..
    };

    And this is the function inside a script from my construct 3 project:

    MyFunctionInsideTheConstruct3Canvas = function() {
    	alert('Works!');
    }
    	
    

    But, don't work, the scripts MyFunctionInsideTheConstruct3Canvas not exist... ?

  • Any update about the Babylon.Js plugin for C3 macube ?

    Sorry no. I have some Plugin-Idea's on my list (BabylonJS, Cellular Automaton Water etc. ..) , but at the moment, no time to do this.

    Mikal have made a great Plugin to make babylonJS on construct 3:

    construct.net/en/forum/construct-3/general-discussion-7/babylon-3d-simple-js-147886

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  • > Ashley I have exact the same problem, but i can't continue to publish anymore. I think google has change the restrictions about this.

    > For me it's a urgent problem...

    >

    >

    > English:

    >

    >

    > German:

    >

    Nope it's still just a warning. You won't be able to publish for another reason, it gives you a checklist in the menus so you can check what you are missing.

    Really? In the previous version I was able to ignore the warning. Now this is no longer possible.

    Everything was filled out...

  • Ashley I have exact the same problem, but i can't continue to publish anymore. I think google has change the restrictions about this.

    For me it's a urgent problem...

    English:

    German:

  • Some babylon.js 3D render using some simple JS integration with ElementQuad to integrate into C3 render and C3 events (you can put it on different C3 layers, add C3 effects, change size, position, etc. of the rendered 3d image.)

    This is a template which uses C3 JS integration to add Babylon, it's not a Babylon add / plugin. It does use on plugin to show the results:

    https://www.construct.net/en/make-games/addons/312/elementquad

    You can also use C3 JS to access/manipulate the Babylon scene/engine, e.g.:

    + System: Every tick

    | Local number alpha‎ = 0

    ----+ (no conditions)

    -----> System: Set alpha to ElementQuad.Sine3.Value

    -----> Run JavaScript:

    scene.activeCamera.alpha = localVars.alpha

    scene.activeCamera.beta = 1.55+localVars.alpha/5

    Babylon Template (requires ElementQuad addon)

    https://www.babylonjs.com/

    Have fun with it...

    Great, but the Babylon Template Download not work :)

  • My suggestion If you want to make a 3D game for mobile apps you better jump straight to Unity. It's the best engine for the platform, especially from perspective of work availability.

    Unity is very great, but the html5-export is very bad. The best way to create html5 3d-games is babyonjs: babylonjs.com

  • More information:

    https://itch.io/t/578210/help-wanted-storyarcana-wizard-school-rpg

    Looks great. :)

  • Is there any way to load all images in memory without any memory clear on layout change?

    I'm changing the screen from "game layout" to "load layout" and back again to "game layout".

    But the "load layout" has no sprites and "game layout" has a lot of sprites. Now, Construct 3 remove all the unused sprites on this layout from memory and load it again on startup from the "game layout".

    Is not very fast for my app.

    Yes, i know, i can put all graphics on the "load layout", but i don't know it's a bug or not, the loading-time (from load layout to game layout) is the same?!

  • I have a similar problem, too (it's freeze on android / apk). But i don't get any error message. Its hard to isolate the bug..

    For me, it comes when i have many textures/sprites in the game and load the layout like this : layout "mainscreen" -> layout "loading screen" (simple ajax call) (loading-screen Freeze without error message!) -> layout "game"

    EDIT: its only on android apk!

  • Strange... when i export as cordova app, and "compile" the apk directly in cordova, i have the same problem from screenshot above. But when i export with construct 3 build service, it works perfectly on my samsung galaxy s7?!? O.o

  • I see this question here a lot.. You can try zooming in to the textbox when keyboard opens, then zoom out.

    Or make your own keyboard and text box:

    https://www.construct.net/en/tutorials/mobile-keyboard-and-hall-of-fame-for-all-mobile-devices-738

    https://www.construct.net/en/tutorials/your-own-textbox-459

    Thank you for the answer, but this is not what i'm looking for. In my current project, i zoom into the textbox. But my customer does not want that.

    I need the native keyboard, and a solution to place the virtual keyboard over the canvas (this is for all other apps standard).

    Is there no way to do this? O.o

  • Currently, the virtual keyboard on Android Cordova (or iOS) change the size from the canvas in my App. This looking very bad/unprofessional:

    https://drive.google.com/open?id=1I_Ms279SBXTofRxHjLLRja3pfNsWBdlR

    Settings App:

    Scale outer (yes, i need this to support all resolutions)

    Main-Resolution: 1920 x 1080px

    Is there any way to move the keyboard over the canvas without canvas change the size?