Mikal's Recent Forum Activity

  • Please use a later version of C3 (for example r257.)

    The new version now renders in the editor but relies on a later beta version of C3. The feature should also be available in the next stable version of C3.

  • Yes, this is only for 3.8 right now. I will start working on a 4.0 update after summer. Thanks for checking it out.

    I have not used Spine 4.0+ that much, so I'm interested in what are the nice new features that you like to use?

  • Some answers:

    1) You can have multiple bound boxes in the Spine project and C3 can differentiate between multiple bounding boxes at runtime. (The expression for the bounding box center and for the poly points use slot and bounding box name.)

    2) The bounding boxes in Spine just provide position and poly data in C3, for hit box and collision, you would still need to align some other sprites with either the center position or use a mesh to have it follow the poly points. I don't think you can get away without having _some_ sprite along with the Spine object. It has to do how the Spine object is rendered, it's basically rendered into a texture which is then used as texture for a rectangular C3 drawing object, so C3 is not aware of all the pieces being rendered. Check out the example project on github for the image you showed below, it shows how to use the poly point of a bounding box to deform a C3 sprite.

    Performance wise, using just the bbox center and a C3 sprite will be faster, because you can just set the position of the sprite in one action. To match a changing bbox (e.g. deform) with a sprite w/ mesh points will require more perf due to C3 calculations of bbox, etc. when mesh points change.

  • I would also like to add Editor (and runtime) render of changing the Z elevation of the object (how far or close to camera), but currently the C3 SDK does not support it in editor. I have requested this in the new C3 suggestion platform.

    If you would like to see 3DObject rendered correctly in the editor (with location, scale, rotation _and_ Z Elevation) can you please upvote the suggestion here:

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-32

  • Thanks, will add to the new suggestion platform.

  • Ashley any thoughts on including this to the SDK? If it exists, perhaps another nice alternative would be to add AddCommonZElecationACEs() (if that's available like AddCommonApperaranceACEs(), etc.)

  • Try this version of localForage.js in the addon:

    sendgb.com/FQ3rBVs0MY1

    It looks like the old (1.4) localForage lib was not initializing due to how the top level function was declared / exported for C3 (it caused an error.)

    So, I updated to version 1.9 and added a declaration of globalThis.localforage2 = localforage_js; at the end of the localforage library.

    It seems to work now (at least for start time, get away time and print the expression of timeElapsed.)

    Good luck!

  • Can you share the entire file or perhaps the modified addon, I want to see the context of where you define const localforage2.

  • In runtimes, at top of each file try adding:

    const localForage2 = globalThis.localForage2;

  • Thanks to the C3 team, I was able to add in Editor render of the 3DObject plugin. I also added rotation, scale props with automatic model local center during model load.

    (The in editor view is not released yet, will be added towards the end of the week.)

    Example below:

  • In my case this is for the 3DObject, so it can render with different Z Elevations in Editor and Runtime based on Z Elevation.

    I currently have rotation and scale now working in Editor, it would be great to have access to Z Elevation also, so it can also be reflected in Editor. Example below:

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  • I saw that, thanks Ashley! I will get some time to take a look later this week and I hope to add editor 3D rendering of 3DObject soon.

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Mikal

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