Mikal's Forum Posts

  • Update 2020 05 30

    - Added limited texture wrapping and example project.

    Update 2020 03 03

    - Added a few more animation condition ACEs to FunkyQuadZ: Animation Frame, Animation Speed, Animation Playing.

    Update 2020 02 29

    - Added more examples (camera, skybox)

    Update 2020 02 25

    - Added Texture Offset ACEs (allows for panning in texture or your own sprite sheeting.)

    Released Early Access version in itch.io (on sale and there is a bundle with 3DJS a nice template which uses FQZ.)

    Check it out here:

    itch.io/b/452/funkyquadz-and-3djs-bundle

    Working on some new plugins for C3. Here's the blurb from the itch.io page, the plugin will be released soon and an itch.io link will be added to this post.

    How about a bit of nice 3D eye-candy in your Construct 3 game? FunkyQuadZ is a pair of Construct 3 addons for 3D Sprites and 3D Camera control. It can be used with the native C3 2D game events, editor, behaviors, and logic to make a game that looks like Paper Mario or Doom. Example templates will show how this can be done.

    There will also be a 3DJS template from Mitsu Studios which uses FQZ for a more complete 3D rendered environment.

    Components

    There are two main components: FunkyQuadZ (3D Sprite) and FQZCamera (3D camera position and look at control.) They can be used separately or together in the same project.

    Beautifully Constrained 3D

    Ok, this is not UE or Unity in Construct! Construct 3 behavior and logic are generally focused on 2D, but with some tricks and FQZ you can create a nice-looking 3D game environment and still benefit from the ease of use and speed of development of Construct using C3's great 2D events, behaviors and logic.

    You can follow development on twitter and I will post the itch page once it's ready for early access.

    twitter.com/kindeyegames

    Example

    Subscribe to Construct videos now
  • Hi, I am checking again if this is possible in the editor, a nudge in the right direction would be appreciated.

  • I am using git with the Save as a project folder option which dop2000 mentions above. It's working well.

    My .gitignore is simple (don't commit UI state.)

    *.uistate.json

    Most of the project JSON files are very readable in terms of changes to objects and events, etc.

    For doing multiple people editing files, you need to be more careful. Try to split up events and layouts with different owners (and name the sheets/layouts according to owner) and perhaps a shared common event sheet that must be carefully edited and maintained in terms of commits and changes (I have not done multiple contributors myself, it's anecdotal from others doing this and discussing it on the Construct Discord.)

  • Nice work, very classic feel!

    What was your process for porting to consoles?

  • Sam Dimanche

    FYI - I created another Greenworks plugin, a 3rd party addon, described below:

    A few comments on my Greenworks plugin (Greengrinds.) It's free, it's an extension of the official C3 plugin. It works with nw.js and Electron (using Armaldio's Electron For Construct.)

    I added ACEs for the following Greenworks APIs: Cloud File, more Achievements, Stats, and DLC. It's also C3 only.

    I've tested it up to Electron 8.0.0 (Chrome 80.0.3987.86) with the prebuilds described in this thread.

    It does not yet have other extensions like matchmaking, etc.

  • Sam Dimanche

    FYI - I created another Greenworks plugin, a 3rd party addon, described below:

    A few comments on my Greenworks plugin (Greengrinds.) It's free, it's an extension of the official C3 plugin. It works with nw.js and Electron (using Armaldio's Electron For Construct.)

    I added ACEs for the following Greenworks APIs: Cloud File, more Achievements, Stats, and DLC. It's also C3 only.

    I've tested it up to Electron 8.0.0 (Chrome 80.0.3987.86) with the prebuilds described in this thread.

    It does not yet have other extensions like matchmaking, etc.

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  • Thank you, great resource and work!

  • Just made this the other day to test before integrating into a new C3 project: Easystar & C3 built in MoveTo example.

    EasyStarMoveTo.c3p

    Thanks to Magistross (and Eren for porting) again for this plugin, so useful.

  • Do you have to use that JSON structure in your first post? If I was doing that and was focused on using a particular key as an index, I would put that key as a top-level identifier for easy access.

    E.g.:

    "Jorgen" : 
     {
     "characterId": "3z3z4a-5364-473c-97b1-gf63kl06",
     "isConfirmed": false,
     "name": "Jorgen",
     "class": "Hunter",
     "role": "RangedDamage",
     "talents": "MM",
     "race": "Troll",
     "guild": "Bla Bla",
     "level": 24,
     "isMain": false,
     "confirmedAt": "2020-01-26T23:31:33.32299Z",
     "confirmedBy": "Jeff",
     "registeredAt": "2020-01-26T23:30:59.5301Z",
     "unregisteredAt": "2020-01-27T15:58:20.61561Z"
     },
    
    

    If that doesn't work (e.g. you want to use multiple keys), I think I would add a C3 function like FindIndex(jsonUID, path,key,matchValue) which references a JSON object, goes to a path loops through the objects at that level, checks if the object has the key, if it does, check if that keys value matches the matchValue, if it does return the index of the object.

  • See: construct.net/en/make-games/manuals/construct-3/plugin-reference/json

    Look at the section 'Arrays'.

    Here's how you address arrays:

    Like most of Construct JSON arrays use zero-based indices, so the path array.0 refers to the first element (123) and array.1 refers to the second element (456), and so on.

    Does that help?

  • Congrats on the release!

  • In the C3 editor SDK, is there a method available to get references to other objects/instances in the layout? For example, I want one object to 'link' to other nearby objects/instances, so that when I change that object, I can also have the nearby instances change (e.g. modify aspects of their world info) I want it to also be reflected in the editor when I change the one object in the editor, not just at runtime.

    Just a list of objects/instances in a layout would work well too.

    Thanks!

  • You have to create your own move along path with events.

    See the tilemap easystar example projects for how to do this (you also need the old Rex MoveTo plugin.)

    However, now that C3 has a native MoveTo plugin, I would suggest trying using that (you can load it up with the nodes to MoveTo and start it using Add Node mode) Check out the example project link in the manual. You can get the nodes and how many there are from the Easystar expressions after pathfinding is complete.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/move

    (Don't use the MoveTo Pathfinding action, it's just for the C3 native pathfinding)

  • Bertconstanty Ah, I see it, you integrated it in well. I also really like your world-building - unique theme and the core game loop w/ split screen looks nice! Good luck with it.