cjbruce's Recent Forum Activity

  • So I've gone and bought the plugin, but how do I get started using it?

    DKinGer,

    In addition to the documentation (which is excellent), there are a number of good tutorials available by searching for "q3d":

    https://www.scirra.com/tutorials/search?q=q3d

    Traditional tutorial with explanations and screenshots:

    https://www.scirra.com/tutorials/9456/building-your-first-3d-game-with-the-q3d-plugin

    Video tutorials by scoterr:

    https://www.scirra.com/tutorials/9417/creating-3d-fpp-games-in-construct-2-by-creator-of-castle-of-hrju

    https://www.scirra.com/tutorials/9472/hud-sprites-and-mechanics-in-3d-for-q3d-plugin-part-1

    https://www.scirra.com/tutorials/9421/importing-3d-models-for-q3d-from-blender

  • cjbruce none, I can't be uploading a new plugin to the store since users who bought the plugin will have to pay again for the update.

    So option A would be correct then?

    This would mean that you can no longer create and sell anything called "Babylon"?

  • cjbruce Unfortunately I'm dropping the plugin.

    Uh oh. Which of the following do you mean?:

    A. B3D for C2 will no longer be sold on the Scirra store.

    -or-

    B. B3D will be sold on the store at its current version, but there will be no further updates for the C2 plugin.

    -or-

    C. Version 1.0 of the C2 version of B3D is currently under development and will be released, but there will not be a C3 port of B3D.

  • greenleafvt

    No worries. X3M is actively working on the update to B3D right now, and should be about ready to launch the new version with some pretty significant changes.

    If you can't wait, there is also the excellent and fully-mature Q3D plugin. I am using Q3D right now while I wait for the new features coming soon to B3D.

  • cjbruce

    If Q3D master is not global aswell that might lead to the issue, since you're destroying the scene the objects are linked to, but they can persist in that scene, while another scene is created that they are not a part of.

    Very interesting. I hadn't paid attention to whether or not Q3D master was global. I had just assumed that I needed to place a new Q3D master in every layout. I just rebuilt the game from scratch today, and was noticing similar behavior with the raycaster not casting -- I will look into this tomorrow to see if it is a "global" issue.

  • cjbruce

    I'm not sure what you mean, its unclear. Even if it's in the debugger it might not exist in the same scene, but there are too many factors for me to understand whats going wrong. Send me a Capx that demonstrates the problem.

    The bug went like this:

    I had two raytracers. One raytracer looked down to see the floor normal. The other raytracer was used for a laser weapon. When I loaded directly to my in-game screen, both raytracers worked. When I loaded from the start screen, then used the "go to layout" to go to the game layout, neither raytracer would raytrace. They both existed with UIDs in the inspector, but they simply would not work.

    It looks like the bugs might have been related to one of two things:

    1. I was using two different raytracer objects.

    2. I had marked the raytracer objects as global.

    In the process of troubleshooting, I set both object's "global" property to "no". Then I added one of the raytracers to a container with a 3D game model. Finally, I refactored the event sheet so that all raytracing was done by just one of the raytracers, and deleted the unused raytracer.

    After all of this, the problem of raytracers not raytracing when a new layout was loaded went away.

  • cjbruce How change orientation controiller in construct 2 ? i have portrait ;/ I would like landscpae, how ?

    When you place an "AirConsole Controller" object in a layout, be sure to change the "Orientation" property to "Landscape".

    I also recommend changing the "Use HTML elements" property to "False".

  • QuaziGNRLnose

    Is there anything weird about the raytrace plugin? I have added it to a game layout, then created a new layout as a starting layout. I can loop over all objects when I load the game layout, but when I load the "start" layout first, then go to the game layout, the raytrace object exists in the debugger, but I can't loop through any objects with it.

    Any suggestions?

  • cjbruce good example! This should be described officially airconsole site!

    Thanks! I cross-posted this to the official AirConsole plugin thread, so hopefully people who are looking to make AirConsole games see it.

  • Our main site is completely free, and it attracts enough users and has garnered enough attention to get us contract work, which is what actually pays the hosting and business bills.

    It is very difficult to drive enough traffic to pay for everything on unit sales and/or ads alone.

  • Hope you enjoy the new plugin!

    Psychokiller1888,

    I'm using the new plugin now, and it is working great! Thank you for your hard work on this!

    Also,

    For anyone who is looking to make both the AirConsole screen and controller in Construct 2, I have just posted this guide in the AirConsole Controller thread:

    https://www.scirra.com/forum/viewtopic.php?f=153&t=186227&p=1119512#p1119512

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  • cjbruce Can you please share an example of your method, just a simple capx demo alongside the instructions so I can update the thread with your post. Thanks in advance.

    Sure! The key to building both the AirConsole screen and controller in Construct 2 isn't actually the .capx files, it is the correct directory structure and the manual addition of one line in the screen.html and controller.html files.

    1. Create a new project folder. In this folder create 2 subfolders, screen/ and controller/.

    2. Export your "screen" .capx into the screen/ subfolder.

    3. Export your "controller" .capx into the controller/ subfolder.

    4. Copy the index.html file from screen/ and paste it into the project's root folder. Rename this file as screen.html.

    5. Copy the index.html file from controller/ and paste it into the project's root folder. Rename this file as controller.html.

    You should now have a directory structure that looks like this:

    6. Add the following line in the screen.html file's header to redirect all screen requests to the screen folder:

    <base href="screen/">

    7. Add the following line in the controller.html file's header to redirect all controller requests to the controller folder:

    <base href="controller/">

    From now on, you should be able to just continue exporting your screen's project to the screen/ subfolder and the controller's project to the controller/ subfolder. Unless you do something drastic that requires an additional <script src=""></script> line, or some other change to the html, you should not need to update your screen.html or controller.html files. If you do, just repeat steps #2-7. I have found that it takes about 30 seconds, not including the time it takes to export the projects.

    Here is the html header for my screen.html:

    <head>
        <meta charset="UTF-8" />
    	<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
    	<title>Robot Rumble 2</title>
    	<base href="screen/">
    	
    	<!-- Standardised web app manifest -->
    	<link rel="manifest" href="appmanifest.json" />
    	
    	<!-- Allow fullscreen mode on iOS devices. (These are Apple specific meta tags.) -->
    	<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no, minimal-ui" />
    	<meta name="apple-mobile-web-app-capable" content="yes" />
    	<meta name="apple-mobile-web-app-status-bar-style" content="black" />
    	<link rel="apple-touch-icon" sizes="256x256" href="icon-256.png" />
    	<meta name="HandheldFriendly" content="true" />
    	
    	<!-- Chrome for Android web app tags -->
    	<meta name="mobile-web-app-capable" content="yes" />
    	<link rel="shortcut icon" sizes="256x256" href="icon-256.png" />
    
        <!-- All margins and padding must be zero for the canvas to fill the screen. -->
    	<style type="text/css">
    		* {
    			padding: 0;
    			margin: 0;
    		}
    		html, body {
    			background: #000;
    			color: #fff;
    			overflow: hidden;
    			touch-action: none;
    			-ms-touch-action: none;
    		}
    		canvas {
    			touch-action-delay: none;
    			touch-action: none;
    			-ms-touch-action: none;
    		}
        </style>
    	
    
    </head>[/code:33gyi2ky]
    
    ...and the header for my controller.html:
    
    [code:33gyi2ky]<head>
    	<base href="controller/">
        <meta name="viewport" content="user-scalable=no, width=device-width, initial-scale=1.0, maximum-scale=1.0"/>
      <style type="text/css">
        html, body {
          height: 100%;
          overflow: hidden;
          padding: 0;
          margin: 0;
        }
        body {
          background-color: #222;
        }
        button {
          margin-bottom: 1px;
          width: 100%;
          height: 48%;
          border: 0;
          box-sizing: border-box;
          font-size: 40px;
          color: #FFFFFF;
          background-color: #333333;
          outline: none;
        }
      </style>
    	
    	<link href="button.css" rel="stylesheet" type="text/css" />
    	<link href="dpad.css" rel="stylesheet" type="text/css" />
    	<link href="joystick.css" rel="stylesheet" type="text/css" />
    
    </head>[/code:33gyi2ky]
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cjbruce

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