cjbruce's Recent Forum Activity

  • Both Construct 2 and Construct 3 already use 3D contexts and just render 2D content in to them. There is far more technical work to do to enable 3D rendering though, and right now that's not a goal of the product.

    Ashley,

    Thank you for the response, and I totally appreciate your focus on 2D. I know it isn't on Scirra's priority list, but is there enough flexibility built into the new SDK that a third-party developer could build their own 3D renderer in the layout editor?

  • X3M,

    It took me a while to realize what you are saying, but that is a really intriguing prospect. If it were possible, you would theoretically be able to recreate the 3D workflow of something like Unity with 3rd party plugins in Construct 3.

    Ashley,

    Since the Construct 3 IDE itself is web-based, is there any reason why you wouldn't be able to display a 3D context in the layout editor instead of just a normal 2D sprite?

  • Sorry for taking so long to respond. We are an iPad 1:1 district, and I have switched over pretty much entirely from being an iOS developer to publishing directly to our website. We have a few teachers who work in construct 2, and we can come up with an idea at 5:30 am, and have a working app ready by 7:30 am to be used by the students. This is totally impossible without C2 and web publishing. Take a look at to see how this workflow works for us and our students.

  • X3M,

    Any chance that I could port Robot Rumble over to Construct 3 using a Babylon.js plugin? We are looking at options right now, and it would be nice to use some of the capabilities of Babylon (decals, etc) with the new Construct 3 IDE.

  • Here are some animated gifs of the action in Robot Rumble.

    Single-Player Robot Selection -- A player earns a star when they come in first place in a match. To earn every star, they must beat 2P, 3P, 4P, ... all the way to 8P.

    The "Bomb" Powerup:

    The "Monster Truck" Powerup -- This was picked up by the orange robot that is missing a tire:

    The "Invisibility" Powerup -- Invisible robots are not targeted by CPUs:

    Endgame Screen -- CPU robots are really hard to beat!

  • QuaziGNRLnose,

    Have you given any thought to porting Q3D over to Construct 3?

  • X3M,

    Shoot! I was really hoping to see your game among the entrants. Are you still thinking of releasing your game? I am hoping that we can get a really good bunch of C2 games in there for people to see that you can make great games in the engine.

    Also, thank you so much for tracking down the scaling issue in the controller -- we are looking forward to using C2 on the controller side as well.

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  • I played it a month ago and it was quite good, the AI was impressive, did you assign their behavior with events or what ?

    Thanks for the kind words!

    The whole project is now around 800 events, but the AI is pretty simple. It uses a "greedy" algorithm with a few tweaks to make sure the AI isn't self-destructive:

    1. Determine the direction to the nearest target (enemy wheel, enemy body, or powerup). Disregard any targets that are too close to the arena edge, or are invisible.

    2. Apply torque to the wheels to turn toward the nearest target. (dot product of velocity * angle to target)

    3. Apply torque to the wheels to drive toward the nearest target. (cross product of velocity x angle to target)

    CPUs are pretty vicious right now, as they can maneuver toward you with unerring control. The computer's ability is offset by the fact that they can't pickup or launch bombs. They will, however, rush you if you have a bomb, so you have to be really careful when you pick one up.

    X3M,

    By any chance, did you end up submitting your game to AirConsole as well? I was hoping when it is all said and done with the contest, we could do a thread where folks could see all of the awesome stuff the C2 community has created for AirConsole.

  • Robot Rumble is out!

    Moderators, could you please move this to "Completed Creations"? Thank you!

    YOUTUBE TRAILER:

    https://youtu.be/bry1hOjbb3E

    DIRECT PLAY LINK:

    http://www.airconsole.com/#!play=com.nerdislandstudios.robotrumble

    Robot Rumble is...

    • fighting robots! -- Use various weapons and abilities to destroy your opponents or to shove them off of the platform.
    • fully 3D! -- Robot Rumble uses the excellent Q3D plugin developed by

    1-8 player local multiplayer -- You use your smartphone as a controller to play against others on a computer screen.

    AirConsole Game Dev Contest 2017 entrant -- Robot Rumble has already been awarded an honorable mention for the AirConsole 2016 student competition. The AirConsole team reports "We're all pretty amazed that a game like this is possible in Construct2."

    Splash Screen:

    In-game (showing 1 human + 2 computer players):

    End-game (showing 2 human + 6 computer players):

  • Hmmm. I couldn't get ondevicejoin working for awhile, but realized I hadn't set maxplayers correctly. Now I am getting duplicates of ondevicejoin approximately 1 time out of 6. In C2, I just kept track of all joined deviceids, and ignored the duplicate calls.

  • I am a Construct 2 user and a pragmatist.

    I have been using Construct 2 to develop mostly web-based interactive simulations, with the occasional export to iOS and Android. I could go through the trouble to develop simulations natively in javascript or in some other language, but I have found that it is not worth my time. As a physics teacher, I can wake up at 5:00 am with an idea, and by 7:30 am have a working simulation for my students, complete with art, animation, user interface, and, of course, the important physics idea. I can't imagine doing this any other way.

    We don't have computers in school, but every student has a school-issued iPad, and most students have personal cell phones. I started out as an iOS native developer, but I quickly realized that there was no way I could implement a new idea and push it out to students in a few hours if everything I built had to be approved by Apple. HTML5 is the only way to do this, and the major reason that I haven't spent a whole lot of time looking at other engines.

    Up until now, Construct 2 has been the best fit for what I do. Nothing else comes close. Not Unity, not native javascript, not any of the Lua-based engines, not Gamemaker, and not even the various web-based scientific visualization tools like NetLogo or glowscript (although I am now using glowscript more and more to teach coding).

    I am excited for Construct 3. I would gladly pay a fee of around $100/year for something that I spend 2-3 hours every day using. I already pay similar amounts for Dropbox, Netflix, and Amazon Prime, and none of those bring nearly as much joy as tinkering in Construct 2. I have felt guilty for years now that the Scirra crew doesn't have a yearly subscription fee, and yet they push out updates on this major piece of software every week. That is literally years worth of uncompensated time. If you find yourself struggling with the idea of paying a subscription, consider that you are already working with a wonderful piece of software that is being improved at an absolute breakneck pace. If we don't pitch in, this support will go away and we will be left with a tool that will wither and die.

  • matriax

    Loading materials regardless of model filetype is done the same way: using specially named animations.

    You can find a list of the animation naming that is supported in the (incomplete) documentation : https://www.dropbox.com/s/vpn0mbh4m7lo9 ... .docx?dl=0

    .mtl files aren't really supported, and material info in .js files is poorly supported as well. This is because of poor standardization, there's no "useful" way to support them since material properties generally don't operate under some standard shader model across all platforms, so they're not very useful in Q3D / three.js.

    QuaziGNRLnose,

    This documentation is fantastic! Yes, it has sections that are not finished, but everything is extremely clear and well-written! I recommend including it on the first post of the thread.

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cjbruce

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