Mikal's Forum Posts

  • Grimmy, perhaps ask marcelogouveia they are developing a mobile game. I generally have found iPhone perf to be reasonable (60fps) for single digit number of characters, but my older android phones definitely struggle.

  • Some of my assumptions about the use of scene graphs - if you perform actions on a parent node, the children should be effected relative to the scene graph tree. For example rotation, offset, scaling, z-order, etc. should be well behaved to keep the scene graph consistent.

    In Rory's example, during runtime, I would expect to be able to rotate the elf by rotating the parent (torso) and the components (leg, arms, head) would rotate with respect to the parent so the 'elf' would stay connected (e.g. the children would not just rotate in place.) I think this may be 'obvious', but good to state. Similar for scaling the parent.

    Right now it seems like the relationship between child and parent will be mostly x,y offset, is that correct? Are there other relationships possible (without going too crazy and trying to recreate Spriter / Spine style animation.)

    This post is interesting to check out, a relationship they explore is rotation around a parent.

    archive.gamedev.net/archive/reference/programming/features/scenegraph/index.html

  • Nice work, such a fun example, thanks for the info on how it works.

  • Fib Great info, perhaps also post it as a Construct tutorial (even just as is would be great, but with a few pictures, would be really nice.)

  • Great news! Ashley can you please share some of the framework / plans as it becomes available, so you can get some feedback from your friendly C3 game devs, before the design is 'locked'? I imagine there are a number of different views of what folks are looking for when they say 'scene graph' related to game dev.

  • Grimmy I suggest just trying it out on the types of devices you want to check perf on. Add more Spine characters and display FPS. There is a sample project with a spine character on the website.

    rodrigololi Doing it the way we are doing the Spine plugin now would be a fair amount of work (rendering in the C3 webgl context directly to texture), we are doing somewhat low level webgl interfacing with the C3 renderer. The reason for this was to improve performance on mobile.

    That being said, you could try it out the ElementQuad approach which we started with (another one of my plugins) - how many separate objects are you rendering, if just a few it may be ok? There is an example of interfacing ElementQuad with SpineJS there also.

    construct.net/en/make-games/addons/312/elementquad

    For further detailed discussion on this (non-Spine), go to the Construct Community Discord server, my user name is Mikal there.

  • Yes, I have not seen anyone recently able to get the steam overlay to work with greenworks/mac and chromium (electron or nwjs). However achievement pop ups work for me on mac, but you need to launch the game from Steam (e.g. when testing before release to Steam add a 'non-steam' game to library and launch your mac nwjs app from the Steam client.)

  • Lou Bagel

    I just tested on Mac and it seemed to work for me (I could get my steam user name, etc.). I used latest nwjs (46) and clicked on do not package.

    app.nw is still created, but for me now, it's a directory (so I don't need to change the extension to zip, etc.)

    So, just to make sure, here is the file directory I am adding the SDK libs and the new *.node files to:

    Click on 'Show package contents' of nwjs application, then navigate to:

    Contents/Resources/app.nw

    Add updated *.node, steam *.dylib files, steam_appid.txt here.

  • Great pixel art and really captures an element of the 'Rocky' style boxing story vibe, looking forward to seeing more progress. Is the core game play the boxing or exploring the city and training?

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  • Nice offer! I would be interested in 'advanced enemy AI', e.g. beyond the usual simple behaviors of evade, wander, chase, attack. For example environmental behavior (use cover, help attack, alerts, waypoints, ranged vs melee attack choices, etc.)

  • LaurenceBedford

    Thanks, I created that using my FunkyQuadZ plugin available on itch.io, there are example projects there which include a 360 view example.

    kindeyegames.itch.io/funkyquadz-for-construct

    Forum thread below (if you have more questions let's continue on that thread.)

    construct.net/en/forum/construct-3/general-discussion-7/funkyquadz-plugin-3d-sprites-150031

  • Nice work again! In cloud scripting would definitely be interesting.

  • See this manual entry:

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/sprite

    Use the variable on the sprite instance: animationFrame

    e.g.: runtime.objects.Sprite.getFirstInstance().animationFrame = 1

  • I see. This looks great. I got the important file in the demo, some of the other file contents were great and funny, nice style of humor and art. Keep us updated on your progress and good luck.