cjbruce's Recent Forum Activity

  • I've taken up to a week of class time in Construct 2 with my high school physics students, but that was during the normal school year with 50-minute periods, so I actually only had 250 minutes of class time, which ended up being pretty limiting.

    In general, with the exception of highly scripted activities, anything that took me 5 minutes to do would typically take my students 2-3 days. Here's a pretty typical week:

    Day 1 (50 minutes) - Have students go through the "Space Shooter" tutorial.

    Day 2 (50 minutes) - Finish the tutorial, take it further by making it run on a touchscreen.

    Day 3 (50 minutes) - Pick a game template, make a game.

    Day 4-5 (50 minutes each) - Continue with your existing game, putting in fun/crazy art and text, or pick a different template and make a new game.

    In the end, students go in all different directions. A lot of students really love to grab photos off of the internet and use them as sprites. Some students just aren't that into it, and end up just watching others. Some of them have come up with some really cool ideas. One of my former students made a raytracing simulator that got him an internship the next year.

    Video games aren't everyone's cup of tea, but it is nice to see when someone really latches on to one of its many facets (art, writing, mechanics, etc.)

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  • A 3D viewport in C3 is already possible even if it isn't supported by the SDK, and I'm making a 3D plugin for it during the first year.

    X3M

    You rock! Thank you!

    Are you thinking of sticking with Babylon.js?

  • I don't know if any other animation support is included in the js, but for now, just simple objects like this is fine. Very useful for some level 3D level art, coins, powerups, UI elements etc etc...

    This would be great for displaying things like field arrows as well. Awesome work, guys!

  • Here's an updated capx with obj file loading.

    https://www.dropbox.com/s/dbehcd1aestt0 ... .capx?dl=0

    The obj files need to have triangulated faces, and uvs and normals in them as well. The texture files also should be flipped vertically.

    Edit:

    Another slight update: it can update the textures of tiledbg and particles as well as sprites now.

    Wow!!!!!

    Thank you so much for this!

  • It's possible in c2. The simplest way would be to find a Babylon3d or q3d example that just loads and displays a model, then just load that in the iframe plugin I'd guess. I'm refering to the actual JavaScript libraries and not the plugins.

    IJCT

    I believe that Q3D was originally imagined as a 3D visualization tool for educational apps. You don't need an iframe to use it. Here are a few examples of it in action:

    https://www.simbucket.com/simulation/chemthink-ionic-bonding/ (username: guest password: asdf -> try the "Ionic Bonding" tutorial)

    https://itunes.apple.com/us/app/earth-and-space-free/id693233408?mt=8 (@kmsravindra posted a prototype of this to the forums a few years ago -- I can't seem to find it though)

  • tunepunk

    Nice!

    I'm using both .obj and three.js .json files in my project. I found that .json worked better for terrain because I could import materials and textures as part of the .json file, but I had a little easier time with .obj files for anything that I needed to reskin (i.e. same wheel, different color).

    Also, the .json files were coming in with lighting information prebaked, which looked weird as the sunlight shifted in the scene. I'm sure there is a solution to this problem, but I eventually ended up just leaving the sunlight where it was and living with it.

    Do you know if Maya LT has a three.js exporter available? Are you finding that it does what you need it to do (as opposed to the full version of Maya)? I'm considering looking at it because our students are trained in Maya and I was hoping to at least be familiar with the program.

  • tunepunk

    I found this a little frustrating too. You will need to play around with the "Model properties" until everything you import comes in looking right. I recommend pulling in a shape that looks different in x,y,z (i.e. the Blender monkey with a missing ear) so you can tell what is happening. Section 1.2 (pages 12-20) of the Q3D manual has a pretty good discussion of getting sizing right when importing models, but it kind of glosses over the fact that rotation is critically important to get right before you start messing with the size.

    https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

    Under "Model properties":

    1. Make sure Model Rotation X, Model Rotation Y, and Model Rotation Z are set correctly first.

    2. Once the Model Rotation is set correctly, then you can work on Model Fit, Model Placement, and Model Scale.

    I believe you can also do this in Blender during the export dialog, but this wasn't part of my workflow.

    Also, are you exporting .json or .obj?

  • StillSarah,

    Thanks for finding the fix! We are reworking our controller over the next few weeks using the new plugin, so I'll let you know if I see any issues on iOS.

  • Having said that, we could possibly have it enabled per layer (so you could for example enable 3D on just one layer, then all 3D content has to appear on that - all other layers are still 2D and are treated as underlay/overlays). But I think it's odd to add a checkbox that says "Enable 3D" when nothing in the editor actually uses that!

    Ashley

    Thank you thank you thank you for looking into this! At some point I am hoping that one of the 3D plugin developers is willing to bring C3 up to feature parity with C2 by porting their plugin over to C3. I'm excited about anything that might make this process easier/better.

    Am I correct in assuming that this "3D-enabled" layer could be used to possibly eventually build a 3D editor in the layout?

  • DeepThinker98

    In the title you mentioned that you are interested in making a First Person Shooter. Construct 2 is primarily designed to do 2D games, but will do 3D with either one of two paid add-ons:

    Q3D: https://www.scirra.com/forum/q3d-v-2-4-3d-physics-skeletal-animation-update_t106677?&hilit=q3d

    or

    Babylon3D: https://www.scirra.com/forum/babylon3d-standard-edition_t183234?&hilit=babylon

    I just did a tutorial on making a 3D game in Q3D: https://www.scirra.com/tutorials/9456/building-your-first-3d-game-with-the-q3d-plugin

    Babylon3D already has an FPS starter .capx under the link above.

    Lastly, this thread was posted under "Construct 3", which has not yet been released, and neither of the creators of the above plugins have announced plans to make Construct 3 versions of their plugin. I recommend moving this discussion to a more appropriate thread.

  • It should read something like:

    C3 is the most professional HTML5 game making tool for the Professional game maker. You need to stress that it's a "professional" tool.

    Something to add a little more weight to the argument that Construct is a tool that, in the hands of a professional, will outdo Unity:

    https://www.airconsole.com/games/and-the-winners-are-

    The contest drew 62 entrants. The top 3 were:

    1st Place - Built with Construct 2

    2nd Place - Built with ???

    3rd Place - Built with Construct 2

  • 3D viewport gets a big thumbs up from me too!

    A lot of the chemical and electric/magnetic field models I make really benefit from 3D.

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cjbruce

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