cjbruce's Recent Forum Activity

  • >

    > > Thank you! Its very good for the community.

    > >

    >

    > You and the community are welcome! Hopefully people find it helpful!

    >

    Yes, but when do you want to make the controller example functional by removing the old plugin?

    It should be working now at the link above.

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  • Thank you! Its very good for the community.

    You and the community are welcome! Hopefully people find it helpful!

  • New Update. So the preview server worked in Microsoft Edge, but not in Chrome or NW.js. When exported to NW.js and opened the .exe it worked fine. Not sure what is going on but its fairly annoying.

    Is it possible that you are running up against a 10,000 image limit?

  • > cjbruce

    > I thank you very much for the help, but the controller .capx is yet using the old plugin:

    >

    >

    Darn it! I forgot to get rid of the old controller. It isn't actually used for anything.

    I can't fix it right now, but I will try to do it tonight.

    Fixed! The current version doesn't include the old plugin.

    Edit: I realized that I am using the old plugin to get the device nickname. I'm not sure how to do this with either AirconsoleController or AirConsole2 plugins. I suppose you could do it by having the screen send the information, but there ought to be a more direct way...

  • Also, how can I get a link like this?

    https://dl.dropboxusercontent.com/u/55106174/acexample/

    It will make my development even better.

    I pay $100/year for a Dropbox subscription, but I have had an account for five years, and they never took away my public folder like they did for non subscribers. I'm not sure if you can get a public folder if you don't have one already.

  • cjbruce

    I thank you very much for the help, but the controller .capx is yet using the old plugin:

    Darn it! I forgot to get rid of the old controller. It isn't actually used for anything.

    I can't fix it right now, but I will try to do it tonight.

  • DaniellMesquito

    Done! I just modified everything so that it is a complete working example of a platform shooting game. I included a multi-purpose controller that you can use for lots of different kinds of games. There are no HTML form elements -- everything is built entirely using Construct 2 sprite objects, text objects, and events.

    To play the game on AirConsole:

    https://www.airconsole.com/#http://nerdislandstudios.com/acexample/

    Direct link to the screen file (this works with keyboard controls):

    http://nerdislandstudios.com/acexample/screen/index.html

    Direct link to the controller file (you can try this by itself on your phone):

    http://nerdislandstudios.com/acexample/ ... index.html

    The screen's .capx can be downloaded here:

    http://nerdislandstudios.com/acexample/platformshooterairconsoleexample.capx

    The controller's .capx can be downloaded here:

    http://nerdislandstudios.com/acexample/multipleairconsolecontrollerexample.capx

    Notes on the controller .capx:

    -I designed the controller as a general-purpose controller. There are way more events and game layouts than you will actually use.

    -By pressing the "?" button, you can switch to different controller layouts and control schemes.

    -All directional messages sent from the controller begin with either "r", "c", "8", or "t". These characters indicate how the game should respond, and were intended to test different driving control schemes for a top-down driving game. They were extremely useful to quickly switch between different control schemes in the middle of the game, but you will most likely want to get rid of these extra events once you settle on a control scheme.

    Notes on the screen .capx:

    -This was a prototype for a platform shooter. Feel free to modify and use however you want.

    -I have extra events in here that strip out the "r", "c", "8", or "t" from the controller messages. For this game, they are not necessary, and I recommend eliminating everything that is unnecessary in your actual game.

    Notes on directory structure:

    -You will want to create the following directory structure for your project:

    -Always export your screen .capx to the screen/ folder.

    -Always export your controller .capx to the controller/ folder.

    -Create screen.html and controller.html files, as I described in this thread:

    https://www.scirra.com/forum/airconsole-controller-maker_t186227?start=130

  • Can you please share the updated .capx files?

    Also:

    [quote:cikjvbh2]I also recommend changing the "Use HTML elements" property to "False".

    Why?

    I'm cleaning up the examples and commenting everything now. I should have everything ready in a few hours.

    The reason that I would disable html elements is that they don't play together well with Construct. This is made much worse by Airconsole, as it applies a whole bunch of additional formatting rules on top of Construct's rules.

  • The sample .capx files are requesting the old plugin, instead of version 2. Someone with the old plugin, please change it to support the version 2.

    The sample .capx files are pretty basic. I have updated .capx files working with version 2 of the AirConsole plugin, if you are interested. My version has a bunch of different controller layouts with a bunch of different types of command messages.

    Also, once you set up your directory structure as described in my previous post, you will no longer need the magicwand.cmd file.

  • Bob Thulfram glerikud

    Good points. I've recently decided to give Construct another shot taking the opportunity that C3 is here (a couple of years ago I switched from native to C2 deciding it was way more effective and fun, but the mobile performance turned out to be a show stopper back then) and I'm loving it. Still have to do some testing on the performance aspect though.

    I suppose it depends on what you want to do, and what your expectations are for mobile. Right now I'm building a mobile-first 3D game in C2. I have been watching the Unreal Engine 4 GDC 2017 videos at the same time, and it is really clear to me that each engine has their own strengths and weaknesses. C2 + Q3D gets you 3D visualization technology that is effectively equivalent to what existed in PCs around 15 years ago. It isn't that HTML5 can't do better, it is just that a lot of the modern features that exist in javascript libraries like threeJS or babylonJS haven't been implemented in C2. The big advantage to this approach is the fact that I am WAY faster prototyping in C2, even without a full 3D editor.

    I expect my next non-game will be built in UE4 because I will need access to the up-to-date visualization tools for the project. For mobile, however, I still plan on using C2/C3 -- the 3D game I'm currently building runs fine on an iPhone 6, and probably won't be released for another year. I expect that the end product should run great on 3-year-old hardware, which is plenty old to cover a majority of users.

  • Hi nice people around the world

    I would like to share a sort of cell shading based on Sobel filter;

    Here 8 sample pass cell shading example:

    http://gigatron3k.free.fr/html5/C2/FX/cshading/

    If you want this shader you must send request ....

    Regards

    Gigatron and QuaziGNRLnose,

    I have had three people ask me for tutorial on how to do a toon shader in Q3D in Construct 2. I'm not familiar enough with shaders to know what it would take to implement something like this. Is this something that is possible and/or easy to do?

    Thanks for your help!

  • The second example capx is probably a better starting point to understanding how to use the behavior.

    The first example is more like a proof of concept, it's definitely not something you should do in a game you plan to release for mobile/tablet. Creating and destroying objects every tick, all the while doing strenuous pathfinding calculations, is absolutely not optimal.

    Agreed. I'm already working with Q3D for rendering and 3D physics, so both CPU and GPU optimization are super-important. I don't really care that enemies follow the shortest path, just as long as they follow *any* path that gets them where they need to go. EasyStar.js does a great job with this optimization.

    I will try to get a version working with this with 3D physics next week.

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cjbruce

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