Mikal's Recent Forum Activity

  • 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.

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  • If this is what I think it is, some recent fixes to the Cordova CLI IOS have fixed this.

    github.com/apache/cordova-ios/issues/661

    cordova.apache.org/announcements/2019/11/25/cordova-ios-release-5.1.0.html

    However, some plugins may still use deprecated APIs, so you might need to also look at those.

  • Thanks, I hope it's useful for you!

  • Inspired by YahelDooley's idea on Discord, I created a simple template for circular platforms for 8 dir movement. MathIsFun!

    CircularPlatforms.c3p

  • HaydenF

    This is exactly the type of problem that fires me up to grind out a solution. Sometimes it ends in pain and no solution, other times you go through the weeds, a few google searches, debugging and find an answer!

    BabylonTemplateLocal.c3p

    So a couple of things:

    I used the C3 SDK to get the project file URL in preview mode (e.g. the blob based name), since this blob URL no longer has the *.glb file extension, I changed babylon.js to default to .glb instead of .babylon. So, for this to work in preview, you need to use .glb files for your models.

    The C3 project file URL SDK also works for web (and mobile), so on export, it also works to get files 'locally' (and is actually easier since the file extension is preserved on the web export.)

    I moved the Babylon scripts to be local (because I had to modify one of them.)

    Good luck with your 3D animations and C3, I hope to see an example of them integrated with C3 someday.

  • You can add some of the default aces by adding the following in plugin.js:

    It depends on your object/plugin if they will all work as you expect to or not:

    this._info.SetIsResizable(true);			// a
    this._info.SetIsRotatable(true);			// a
    this._info.SetHasImage(true);
    this._info.SetSupportsEffects(true);		// a
    this._info.AddCommonAppearanceACEs();
    this._info.AddCommonZOrderACEs();
    this._info.AddCommonPositionACEs();
    this._info.AddCommonAngleACEs();
    this._info.AddCommonSizeACEs();
    
  • Side note: I did a template for Babylon with a plugin to allow the Babylon image integrated as a C3 object.

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

    In my case, I am downloading scene files from the web during runtime.

    How were you planning on integrating in the Babylon image to C3, I am interested if you have another technique.

  • Looking at some of the source, I think I understand this a bit better and I see that it would take some work to export to C2 addon, since it's replicating the shadertoy environment with multiple textures, the shader uniforms, etc. Gigatron what are your thoughts on also adding C2 effect addon export?

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Mikal

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Member since 22 Apr, 2016

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