Buildbox 3.0.0.2417 Rc1

Discussion in 'Official Announcements' started by NikRudenko, Jan 31, 2019.

Thread Status:
Not open for further replies.
  1. wesam_badr

    wesam_badr Miniboss Boxer

    Joined:
    Oct 10, 2015
    Messages:
    1,058
    Likes Received:
    475
    I can confirm that also happens to me
     
    landofgreendev likes this.
  2. landofgreendev

    landofgreendev Boxer

    Joined:
    Nov 9, 2018
    Messages:
    48
    Likes Received:
    11
    Yep - this is also happening to me!
     
  3. itzonator

    itzonator Avid Boxer

    Joined:
    Dec 18, 2017
    Messages:
    361
    Likes Received:
    104
    Actually those inquiries would be nice to be sent to support@buildbox.com, because I am not sure if someone is getting this or read for the matter. It can get lost through the posts.
     
  4. SpoonCrysis

    SpoonCrysis Avid Boxer

    Joined:
    Aug 10, 2018
    Messages:
    149
    Likes Received:
    21
    When do you guys think we will see Gold master of 3.0 or a final version?
     
  5. Saba

    Saba Boxer

    Joined:
    Aug 2, 2018
    Messages:
    8
    Likes Received:
    3
    Good idea!

    But for a fix if you don't want to set the collide to all, you can just add multiple "if collide" nodes and pick the different characters in each one, that then feed into the same "add point/coin" node. So three "if collide" nodes if there are three characters each selected to the desired character.
     
  6. Paul Ingram

    Paul Ingram Boxer

    Joined:
    Oct 3, 2018
    Messages:
    16
    Likes Received:
    25
    Hey @NikRudenko ... any tips on using the joystick control? thx
     
  7. itzonator

    itzonator Avid Boxer

    Joined:
    Dec 18, 2017
    Messages:
    361
    Likes Received:
    104
    Yeah, but in this way, you have to add 3 different coins in gameplay to designate for each character with "If Collide" (that's if you have 3 characters). It increases your work flow to set 3 different coins for that matter. If there's a global variable for characters (group characters), I would stick with just one If Collide node and it would affect all characters
     
  8. Saba

    Saba Boxer

    Joined:
    Aug 2, 2018
    Messages:
    8
    Likes Received:
    3
    Actually, no. You can set up multiple "If collide" nodes in the same coin.
     
    itzonator likes this.
  9. tonymartz2

    tonymartz2 Boxer

    Joined:
    Jun 9, 2016
    Messages:
    99
    Likes Received:
    22
    does anyone have a fix on this start scene? I tried playing with the start and end lines on the start scene but it still not good.
     
  10. SAvas

    SAvas Boxer

    Joined:
    Jun 12, 2018
    Messages:
    47
    Likes Received:
    8
    Hello there. Is there a feature to add ads in the latest release?
     
  11. NikRudenko

    NikRudenko Administrator Staff Member

    Joined:
    Sep 25, 2015
    Messages:
    176
    Likes Received:
    487
    Hello everyone. Here is little update on hot fix that we currently working.
    We almost covered most of major issues you guys reported (thank you very much). Currently we are fighting with missing textures on iOS.
    The issues is due to some textures is not "PowerOfTwo" sizes (means sizes like, 2048, 1024, 512, 256, etc).
    I'll share a new build with you guys very soon.
    Thanks
     
    HueTheDev, Codifie, bmsingha and 7 others like this.
  12. ditaz1999

    ditaz1999 Boxer

    Joined:
    Jan 21, 2019
    Messages:
    21
    Likes Received:
    2
    Any idea how long it will take?
     
  13. Dario

    Dario Boxer

    Joined:
    Dec 2, 2018
    Messages:
    42
    Likes Received:
    0
    I have a missing texture on Level Path.

    Also, I have a problem with increasing a speed during a time. Before this release of Beta, my script was worked properly. Now, after 4 seconds timer, my speed is not increasing, my speed become very slow.

    My script on character:



    var _enabled = false;

    var _timebased=false;

    var _timeout=10;

    var _power=false;

    var _maxSpeed;

    var _maximumSpeed;

    var _currentspeed;

    var _screenPos = new Vec2(0,0);

    var _touchPrev = new Vec2(0,0);



    var _velocity = 0;

    var _sensetivty = 0;

    var _x = 0;



    function init(){

    this.enableTouch();

    _maxSpeed=this.attribute("Increased Speed");

    _sensetivty = this.attribute('Sensetivity');

    _maximumSpeed= this.attribute('Max Speed');

    _currentspeed=this.scene().speed();

    log(_currentspeed);

    }

    function update( dt ){



    if(_timebased)



    {

    this.scene().setSpeed(_currentspeed);

    log("Path Speed is "+ _currentspeed);



    }

    else

    if(!_enabled && !_timebased){

    // return;

    }



    let sm = 0.8;

    let x =(_screenPos.x)*0.05*_sensetivty;



    _x = _x*sm+x*(1-sm);



    let path = this.scene().path();

    let pos = path.anchorPosition();

    let rot = path.anchorRotationQuat();



    let size = this.scene().path().pathSize();

    if(_x > size.x*2){

    _x = size.x*2;

    }

    if(_x < -size.x*2){

    _x = -size.x*2;

    }



    let mr = Mat4.createRotation(rot);

    let mt = Mat4.createTranslation(pos.x, pos.y, pos.z);

    let m = Mat4.multiply(mt, mr);

    let p = new Vec3(_x,0.5,0);

    p = Mat4.transformPoint(m,p);





    this.entity().setPosition(p.x,

    p.y,

    p.z);

    this.entity().setRotationQuat(rot);



    }

    function signal( name, value){

    if(name=="Time" && value)



    {

    _timebased=value;

    _currentspeed +=_maxSpeed;

    if(_currentspeed>_maximumSpeed)



    {



    _currentspeed=_maximumSpeed;

    log(_currentspeed);



    }





    log(_timebased);



    }



    if(name=="Make Power" && value)



    {



    log (" Powering UP");

    _power=value;



    }



    else

    {

    _enabled = value;

    if(value == false){

    this.scene().setSpeed(0);

    }

    else{

    this.scene().setSpeed(this.attribute('Speed'));

    }

    }



    }



    //----Touches

    function touchBegan( point ){

    _touchPrev = point;

    }

    component.touchBegan = touchBegan;





    function touchMove( point){

    _screenPos = new Vec2((point.x - _touchPrev.x)*0.7+_screenPos.x ,

    (point.y - _touchPrev.y)*0.7+_screenPos.y);

    _touchPrev = point;

    }

    component.touchMove = touchMove;





    function touchEnded(){

    }

    component.touchEnded = touchEnded;
     
  14. NikRudenko

    NikRudenko Administrator Staff Member

    Joined:
    Sep 25, 2015
    Messages:
    176
    Likes Received:
    487
    Can you send me your BBDOC file (you can link me via private message)
     
  15. NikRudenko

    NikRudenko Administrator Staff Member

    Joined:
    Sep 25, 2015
    Messages:
    176
    Likes Received:
    487
    I finally have a build now but we are running one more final set of test to make sure all is good
     
Thread Status:
Not open for further replies.

Share This Page