cjbruce's Recent Forum Activity

  • The good news:

    We just received word that PBS Learning Media http://www.pbslearningmedia.org is interested in several of the simulations and tutorials at http://www.simbucket.com. Everything on the site is made with Construct 2. It is a huge feather in Construct 2's cap, as PBS content is seen by millions of students around the US every year.

    The problem:

    PBS Learning Media has very strict guidelines for what can be ingested into their CMS system. The guidelines are available at https://projects.pbs.org/confluence/display/DLM/Media+Format+Guidelines#MediaFormatGuidelines-Interactives. I am having trouble modifying the exported project files to meet their requirements:

    [quote:134ipu7f]Only the index.html and the manifest.txt files should be located in the root of the archive. All other files should be contained in a subdirectory called content.

    I have attempted the following solutions:

    SOLUTION #1 - Create a folder called contents/, and put everything there except the index.html file. In order to do this, I need to modify all of the paths in index.html, c2runtime.js and data.js to refer to the contents/ folder for all resources. Does anyone know where I would change this in the exported code? I have tried every path reference I could find in c2runtime.js and data.js, and nothing seems to work. I have a few simulations made with previous versions of Construct 2 before the existence of the data.js file, and I can get those working fine.

    Ashley, is it possible to tweak something in C2 or in the exported files to achieve the proper directory reference?

    SOLUTION #2 - Set up an iframe within an index.html file in the root directory, then export the C2 project to a subdirectory called contents/. Here's my attempt so far: https://dl.dropboxusercontent.com/u/55106174/pbstest/index.html

    Here's what I have so far for the container index.html:

    <!DOCTYPE html>
    <html>
    <body>
    
    <iframe src="content/index.html" style="min-height:100%;min-width:100%;">
      <p>Your browser does not support iframes.</p>
    </iframe>
    
    </body>
    </html>[/code:134ipu7f]
    
    It doesn't look great: The iframe shows up with a 1px border, the container document has a white background while the iframe has a black background, and the iframe content is slightly smaller (10 px maybe?) than the container document.  Are there any web gurus out there who know how to take care of these issues?
  • Maybe you could split the problem up and compute the paths one at a time?

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  • i think you are looking to create a scrolling list. There isn't a default plugin that is designed to do this, but there are a number of examples of scrolling GUIs already built for you on the Scirra store. You should be able to modify one of them to fit your needs.

  • Great question! Whenever I do work for someone else, they don't really care what tool I am using to create the end product, just as long as it works. My clients have never needed to buy Construct 2.

    If you are an artist, your client doesn't need to buy an Adobe Creative Cloud subscription just because you happened to use Photoshop to make your artwork.

  • For completely accurate physics: for each car, compute velocity change, then square it. This will give you the amount of energy absorbed (total damage done) in the collision on each car. Just follow the suggestions from R0J0hound above.

    It is an artistic judgement call to determine what that damage looks like, and In the end, this is a lot more important than the math.

  • Another option is to write your own physics engine with events. Using sprites, you could create your own physics rules for collision and object interaction.

    A third option is to have your sprites be pinned to invisible physics objects. When two objects collide, the two underlying physics objects could be replaced by a single larger physics object. Just re-pin the two sprites to the larger physics object, and compute the new size of the collider based on the combined size of the two sprites. This might give you a close enough approximation of the behavior you are looking for.

  • There isn't any reason that a third-party developer couldn't create a set of 3D add-ons for C3. It looks like X3M isn't interested in porting Babylon unless/until there exists a capability to render 3D in the layout editor. I haven't heard back from QuaziGNRLnose about Q3D, but I know that he put years into its development, and I totally get why he would be reluctant to redo all of his work for C3.

    In order for the 3D add-ons to happen for C3, they will need to come from someone in the community...

    the prospect of making them myself is really, really, really daunting...

    ...it would take years, and I don't think my family would like the idea too much.

    ugh.

  • stefanos,

    Although I agree that it would be awesome to have 3D in C3, I don't think questions like this that are designed to elicit an angry response are helping our case.

    Ashley and Tom have been pretty clear that they are trying to keep the scope of this project manageable. You and I have both being using the C2 for a long time, and we need to respect their decision to not risk breaking C3 by promising features that they can't immediately deliver.

  • Ashley,

    Sounds good, and thank you for the update. I'm still looking forward to using C3 as a 2D tool, and I have my fingers crossed for the future.

  • I'm not sure if you are targeting mobile, but I couldn't get the start button to illuminate on my iPad.

  • To clear up the miss reading of zenox98 I was not requesting an illegal copy. I was asking if there were any programs like this one. The other thing that I think you got confused about was that I wanted to know if there was anything I could do for someone resulting in me getting a full copy. Albeit crazy. I do know that getting an illegal copy is wrong and I don't want people to think that I am a bad person...

    I think you will find that the free version will be more than enough to get started in Construct 2, without needing to go to another development engine. I made my first five or so projects with the free version before feeling the need to upgrade. I didn't find the 100-event limit in the free version to be limiting, as my first few projects were coming in at around 30-50 events. The biggest reason I ended up purchasing the full version was because I loved the program, not because of the lack of features. Several of those original projects are still published online three years later.

    I recommend getting your feet wet with the free version. If you like what you have created, you can publish it using the free version. Don't worry about upgrading for now - everyone understands that most students don't have a lot of money to throw around.

  • Welcome to Construct 2!

    I recommend that for your first game, spend a month or two on it, get it minimally working, post it here, and someone will take a look at it. The whole point of your first game is to practice your game making skills. If you can't get it working after about 4 - 6 weeks, don't worry about it - just start your second game!

    For your second game, take what you learned on your first game, give yourself about 8 weeks, and see what you can accomplish. And definitely post it here.

    Lastly, don't be afraid to look at the forums and ask questions. There are many experienced C2 users here who can probably figure what is going wrong with your project pretty quickly.

    Good luck, and welcome aboard!

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cjbruce

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