X3M's Forum Posts

  • Anonnymitet amariscal Does the default controller.html provided by Airconsole work perfectly on iOS devices?

    >

    > > If I don't renew then I will lose cloud access, but can still use the last offline version I downloaded while my "subscription" was active.

    > >

    > >

    > You will still be able to use your offline version even if you don't plan to renew, but you won't be able to access the cloud services such as exporters etc...

    > Other than that, they aren't changing the payment method.

    >

    Have they told you this?

    Nope

    If I don't renew then I will lose cloud access, but can still use the last offline version I downloaded while my "subscription" was active.

    You will still be able to use your offline version even if you don't plan to renew, but you won't be able to access the cloud services such as exporters etc...

    Other than that, they aren't changing the payment method.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • polygame But there are a lot of obj models on the internet that use multiple textures.

    Yes the download link will always be in your store account. ( You won't pay anything )

  • ishmaelmoreno Turns out that you're using the Airconsole plugin inside your controller , I'm I right ?

    The code that causes that error is located inside the Airconsole plugin made by

    // We allow multiple object properties to be received, should work with the actual controller generator
              self.ac_message_keys_count = 0;
              $.each(data, function ()  {
                self.ac_message_keys_count++;
              });
              if (data.key && self.ac_message_keys_count === 1) { // Just for the sake of backward compatibility... Flagged the condition as deprecated TODO remove me
                self.runtime.trigger(cr.plugins_.AirConsole.prototype.cnds.OnMessageKey, self);
              }
              else if (self.ac_message_keys_count > 0) {
                // Do not work this out yet, just save data and we'll work that later if the user wants the keys-values dictionary
                self.ac_message_keys = data;
                self.runtime.trigger(cr.plugins_.AirConsole.prototype.cnds.OnNewMessageKey, self);
                self.runtime.trigger(cr.plugins_.AirConsole.prototype.cnds.OnNewMessageKeyIs, self);
                self.runtime.trigger(cr.plugins_.AirConsole.prototype.cnds.OnNewMessageKeyContains, self);
              }
    [/code:c3c72r20]
    
    What you can do right now is delete that portion of code or comment the whole block with /* */ and try exporting the game again.
    From line [b]112 [/b]to line [b]126[/b]
  • ishmaelmoreno Can you pm me your c2runtimectrl.js ?

  • ishmaelmoreno I can't determine the cause of the error, OnDeviceJoin is inside your game and not in your controller right ?

  • cjbruce Does the contoller.html provided by Airconsole work well on iOS devices ?

    Psychokiller1888 I've added it in the previous update

  • >

    > > I can see events being done on a phone. Looking through, fixing bugs.

    > > But otherwise I think it is just a "bonus" feature really.

    > >

    > > but now I can't do it anyway because of iOS-ness.

    > >

    > What about this : https://itunes.apple.com/us/app/google- ... mpt=uo%3D2

    >

    Unfortunately that's not really Chrome - it's Safari with a Google paint job.

    Any web browser on iOS uses Safari's rendering engine.

    https://itunes.apple.com/us/app/opera-m ... 29560?mt=8

    Opera uses Chrome's Blink engine, I prefer it over Chrome for so many reasons, I guess it should be functioning well on iOS according to the reviews.

  • I can see events being done on a phone. Looking through, fixing bugs.

    But otherwise I think it is just a "bonus" feature really.

    but now I can't do it anyway because of iOS-ness.

    What about this : https://itunes.apple.com/us/app/google- ... mpt=uo%3D2

  • C3 is a web app, therefore what we are going to see are DOM elements, which means that the editor layout could be a canvas if we are lucky enough. Tbh this is the only groundbreaking feature that I'm looking forward to. Opens up a lot of possibilities.

  • matriax Still, there are some OBJ models who are composed of several meshes , example :

    head (mesh1) body (mesh2) sword (mesh3)

    And each mesh has its own textures, how I'm I supposed to know that texture1.png corresponds to head etc ... ?

  • matriax Some OBJ models have more than 1 texture image, and they do not follow a standard format, what would be the solution to this?

  • matriax It is not possible to set textures of Obj model inside the texture editor because we cannot tell the names of the textures and the extensions used in the obj models available online.

    In another note, I'm studying the possiblity to load the obj as data instead of importing files, as you suggested last month.

    Since loading OBJ models can cause a problem in certain websites that do not allow such extensions, (MIME types).

    And also, the idea itself is interesting, Imagine a website full of models in which we only have to copy/paste text in order to have them in our games. That would be awesome.

    I'm not experienced enough in these kind of stuff, but I'll try my best to implement it.

    I did it with the individual meshes effects, who know, maybe I can pull it of with the Objs.

  • That's exactly what it is.