Funky Koval's Forum Posts

  • Yes please - and thank you - the plugin has tremendous potential and is exactly what I need for what I am developing.

    And sorry if I came off too negative - it is just so close to fitting the feature set I'm after.

  • So did I - as m00npunk wrote, thank you for you work, but for the effort you spend developing, you don't really seem to support your creations.

    I was damn excited for your Box3d port, but it broke on more stringent testing - colliders did not align with Construct shapes and I could not get raycasting to work... Since the forum does not allow for PMs, I replied in your original thread asking about the procedure to perform a raycast, but got no answer. This sadly sours excitement.

    Anyway, not to detract from the topic - how's the performance? Are you parsing the model on the plugin side or you've found a way to access mesh data directly?

  • Oy yey... Videos with Alpha are a pain in iOS Safari - as you've mentioned, VP9 with alpha is not natively supported and Construct does not ingest .mov... If the edge of your alpha is relatively sharp, like in the case of a green screen etc, you may want to look for a chroma keying shader and output your video as a fake green/blue screen... If it's anything softer, it won't work - you will get spills.

    Here's a plugin from the Addons section - I have not tested it - just did a cursory search:

    construct.net/en/make-games/addons/331/chromakey

    Ah, if you are going to use the grayscale approach as Ashley suggested - profile your game - I noticed the videos may desync when using that method myself.

  • In general, making any transformations relative to the bounding box when it comes to 3d models is just asking for issues. All adjustments should be done in relation to the origin.

    As for the issues this causes:

    -as fedca wrote, due to the bounding box-based resizing method, model pivots do not align to the "container 3D Model" pivot. The adjustments in 3D Model (left/middle etc.) do not help because they are based on the bounding box...

    -axis flipping is supported, but what is really needed is rotation as some software is Z-up, some is Y-up. Well, there is a rotation option in the imported file properties (not the one in 3D Model), but it still rotates around the bounding box center.

  • Very nice! I am facing two issues though:

    -are the positional units in the plugin consistently Z-up (like Construct) or mixed? Noticing ex. Gravity in Create World uses Y-up notation...

    -what's the procedure for getting Raycasting to work? I set Cast Ray on Spacebar pressed with the position and target using Construct coordinates and get no hits on "On Raycast" condition. The objects are there though...

  • The "two objects of different sizes" is a very legacy, performance unfriendly (double polycount) method, but you can achieve it - have the larger object have its normals facing inside and on both objects enable Back face culling. Baring z-fighting and sorting issues, you will get the result you're after.

    Given C3's 3d performance, I would handle it differently though - by painting the internal outlines as a texture and using an outline Effect for the object silhouette.

  • If there's no depth buffer, it totally makes sense. Seems like the built-in 3d shapes working fine is just a useful coincidence... Thank you for the reply, Ashley.

  • When setting Layer Mode to 2D, 3d Objects on it will have heavy flickering and artifacts on them - it almost looks like z-fighting? This only seems to happen to 3d Objects - shapes like box/pyramid etc. do not have that issue.

    Since boxes etc. do not exhibit the issue, is this expected behavior or a bug?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ah, I see what you mean now - I assumed "Editor" included Event Sheet - what you meant was just Layout Editor...

    In this case, no, there is no way. But on the other hand, I would avoid doing any kind of bulk operation in the editor by hand - I would indeed use frame tags and have an appropriate event group fire on first load to set everything as needed.

  • I am assuming you're building your race track top-down... Out of the box? No go. Only one camera view is possible in C3 (two, if you mess with the 2D/3D layer property), but there might be a workaround.

    -Have your game physics etc. run on a 2D layer.

    -Have two 3D layers for the driver POV with a HTML layer between them to make them render separately. Make sure the layers have Force Own Texture ticked

    -Make the scenery in the 3d layers move in relation to the car (which is static) instead of static scenery and moving car - this gives you overlapping POV views of both drivers. Relative position/rotation taken from the 2D layer.

    -Used a Layer Effect to crop and shift both views to the correct position - there's a 3rd party effect that can do both shifting and cropping in the Free Addons section - the name escapes me ATM.

    That should give you what you need. In theory.

  • Set frame works with both frame integers and tag strings. Instead of the number, put something like "mytag"

    For conditions, use Compare frame tag.

  • Another solution (besides optimizing the way Tilemaps are stored, of course) would be to do the resize to visible size action:

    -on manual save

    -on Save on Quit

    Plus, a button in Tilemap properties to resize would be good too.

    Finally, since crossing the browser mem limits can be predicted with a high degree of accuracy, C3 should internally detect if a resize etc. operation would put the tab in the crash state and disallow with a message...

  • Or, for the laziest, just hit Delete with a variable selected - if there are Events associated with it, it will complain and list the Events - like in Jase00's case.

  • Use dt in the formula for the increment.

    Say, if your current formula is "increment by 1", change it to "increment by 1 * dt " - this will make it framerate independent, but take note that you may have to change the "1" to a number that gives you the increment speed you're after.

  • As Ashley wrote, Chrome is most likely configured to wipe session data on browser restart. If that's the behavior you want overall, you can always use Site Settings to keep the data just for Construct .