brent_hamel's Forum Posts

  • brent_hamel

    > in regards to the phong/lambert stuff:

    Did you delete ALL of the old plugins and replace them with all of the new ones? (you can't mix and match old and new, they work as a set, and assume they're all updated to the same version)

    >in regards to export issues (this is a common mistake)

    For exports, you need to ensure minify is off (theres no good way to make constructs minify feature work across multiple plugins the way the Q3D suite needs it to). Minify breaks the necessary cross referencing the runtimes need to work, and C2's plugin SDK offers no easy solution.

    Sadly when updating some breaking changes might also occur if you're using an older version for a current project. Q3D underwent major revisions that require architectural changes sometimes.

    I removed what I believe is everything from the previous version of Q3D, 3 behaviours, 8 plugins, and a second behaviour folder with a capital B that had "Q3D Morph Controller" in it. I redownloaded the 2.4 zip, extracted and put everything where its supposed to go, but still get errors on both Lambert and Phong materials with code untouched that worked previously.

    The error I get for Lambert reads:

    "Javascript error!

    Uncaught TypeError: Cannot read property 'setHexR' of undefined

    http://localhost:5000/Quazi3D_plugin.js, line 2592 (col 42)"

    The error I get for Phong reads:

    "Javascript error!

    Uncaught TypeError: Cannot read property 'setHexR' of undefined

    http://localhost:5000/Quazi3D_plugin.js, line 2656 (col 42)"

    Don't know if that helps at all...

    As for disabling minify, that worked like a charm, no issues exporting to any platforms now <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • > I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    >

    > https://dl.dropboxusercontent.com/u/407 ... index.html

    >

    > any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    >

    Testing your app I see this in the error console:

    Uncaught ReferenceError: populateCommonACE is not defined

    c2runtime.js:1415 Uncaught TypeError: Cannot read property 'kP' of undefined

    index.html:1 Uncaught (in promise) DOMException: Failed to register a ServiceWorker: A bad HTTP response code (403) was received when fetching the script.

    Hmm, I'm afraid I don't know what this all means in terms of what I can do about it, or is it something I can't control through C2 and Q3D?

  • I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    https://dl.dropboxusercontent.com/u/407 ... index.html

    any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    EDIT: also, I seem to get thrown errors when trying to use Lambert or Phong materials since updated to 2.4... again, likely my own fault, but I can't seem to figure out the cause

  • Just as an update, R0j0's suggestion completely solved the issue I was having, this thread is definitely solved.

  • Awesome!

  • Thanks, R0j0

    I'll give this a try, so if I understand, this expression is doing a momentary resize of the canvas for the sake of the snapshot, regardless of how C2 is fullscreen scaling?

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  • The goal of the entire project is to output single screen png's, and aside from my inability to properly change resolution when the snapshot is taken, it works perfectly. Guess I'll just have to 2x or 4x my target resolution for the actual tile placement work, and then downscale the png's manually later to fit the sizes I want... pretty disappointed if I'm being honest

  • Hey all,

    So here's the question: I'm trying to create a "level editor" that exports 256x240 pixel png's, but I don't want to work designing the screens at that size, when I try manually changing the "window size" it messes with the mouse tracking I'm using for placing tiles, so is there a way to switch between fullscreen scaling modes (none, letterbox, etc.) during runtime? or is there a different solution I'm not thinking of?

    Thanks

    Brent

  • Thanks guys I have a little more planned in terms of polish once the base engine is done, then its just a question of expanding on enemies and bosses if I feel like it lol

  • That it does lol and thanks, the visuals are kinda low on the list until I get the entire engine finished, but thanks!!!

  • After a grumpy end to my week last week, and decided to cheer myself and make a thing over the weekend. Welcome back to the 80's.

    Arrow Keys and Spacebar to play

    http://tinyurl.com/k7on5gj

    * its not done yet

    * no bugs as far as I can tell, though I'm sure they're in there

    * no music but has 8-bit sfx

    * no title screen, no pause

    * there are 10 stages with a boss fight

  • Thanks! Here's hoping it does well!!

  • Hey all!!

    Announcing the Kickstarter for b10b's game, Dangerzone!

    Seven of the greatest fighter pilots are ready to do battle! Choose your hero and earn the right to challenge General “Knight” Bosin.

    https://www.kickstarter.com/projects/b10b/dangerzone-head-to-head-air-combat-tournament-figh?ref=nav_search

    DANGERZONE is a head-to-head air combat game that combines Street Fighter II + Spacewar + Top Gun.

    Thanks for any and all support!!

  • Thanks for the reply! The exposure bit has definitely been the hard part. Neither my friend nor myself are very social online, and as a result really don't have much in the way of communities we belong to (I'm primarily on these forums, and he's on FGL, damned Flash user!! lol) So we both feel that our success/failure will likely hinge on exposure (the game itself aside, that is) I'd never heard of Crowdfunder, so I'll have a look for sure. We're already ready to launch on KS however, just gotta push the button.

  • Hey everyone,

    Just curious if any of my fellow Constructors have any tips or advice with regards to Kickstarter. A friend I'm working with is getting ready to launch his and we could use some help sorting out how to generate an audience and drive traffic... any ideas?

    Brent