Sir LoLz's Forum Posts

  • yah I can fix the silhouette. good tip.

    More progress.

    Animations are mostly done. I still need to do the die one. but I am saving that for later when dying is actually programmed in.

    I only did two animations for now when it comes to the character. Being run forward and sidestep. I reverse them when the character is going the other way.

    Dot product came in helpful again. Each peer keeps track of the last x and y cords of each player. If they match then the system knows they are standing still and plays the idle animation. But if they don't match then it will get the dot product of where they are to where they were. And it can then play the correct direction accordingly.

    I also did the first person view of the weapon firing. will make the image bounce as you move but that will happen later.

    youtube.com/watch

  • Just an update on my project.

    I finished the player model for my project (finally!). it's not the best out there but for a first attempt at a 3d human model I think it came out good enough.

    for now I have rendered the first animation (idle) now I need to animate moving in 4 directions and dying.

    youtu.be/lBn9pP10gWY

  • wow I owe you cjbruce for telling me about Dot Products. now that I know how to do basic computation of them I have found more uses for it.

    My project is a competitive shooter in the style of Midi Maze from way back in the DOS days. I realized though I would need some modern Quality of life things from modern games. such as knowing what direction you are getting shot at.

    I use a Dot Product the same way I do to know what direction a sprite should face. but using the bullets position instead of another player. I then turn that into an angle and use that to position a hurt effect on the players screen.

    youtube.com/watch

  • Thanks for the tip! it repeats perfectly!

    I am going to copy your sample code there as well. I've struggled to get the camera working in my project too.

  • is it possible to repeat a texture over an object? I have a cube that I want to turn into ground. because the texture repeats I should not have to make the texture the size of the ground. i looked at the UV repeat function but it does not seem to cause the texture to repeat. just shrink

  • hmmmm I am not sure whats going on here.

    So I am playing around with my world and for some reason if the 3d actor goes a certain distance the screen goes black. any idea? it seems to be around a radius at the 0,0 coordinate

    youtube.com/watch

    UPDATE: hhhhhhhrrrrrrmmmm...... so I loaded the last version of the project and for some reason it works fine. no idea why this is happening all of a sudden. This is so weird as it worked fine one second and then the next it started going black regardless of resets and reverting code.

    I guess I don't have a choice but to revert to the old build and use the changes in the latest one as a reference to build back up to the current version. whatever happened must have been something inside the plugin that broke. it's the only thing I can think of.

    UPDATE 2: huh so the project file itself must have become corrupted somehow. because I copied the code from the newest build to the second oldest build. and despite the game working exactly the same as it did in the latest build that issue of the screen going black went away. ok then

  • how complex do you need the physics to be?

    I know you can use the raycast object to get the angle of a face and it's height. provided you don't need super realistic physics you could make a raycast above the car down to the ground. you could then compare the change of height and add to an upward momentum. and then if it lowers apply a gravity to this same value. and if the car falls below the raycast (below the level)then set the cars height to the level. (this is just the idea of course) It's not the ideal solution. but it's better than nothing.

  • wow your right. that's kinda disappointing.

  • I have not messed with 3d collision yet. doesn't Q3D let you use the object as it's own collision shape? or are you talking about separate data that was bundled with the object that Q3D does not load?

  • So by default the multiplayer object will smooth out a moving player to remove jank. I wish to keep this.

    however I seem to have found an issue that I can't seem to get around. I have teleporters in my game that should immediately pop a player to a position. However even if manually placed by game logic the peer will go back to their last position the next frame and then smoothly slide over to the position the host sees them now. despite the fact that just last cycle they were already there. Is there a way to override the smooth out?

    I created a teleporter in the multiplayer demo for a demo. as you can see in the video the peer will still smooth out from it's last position despite the fact i created an event that should instantly relocate the peer.

    thanks.

    youtube.com/watch

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  • alone? you wish....

    Space Isolation is a 4 player online maze game that sees one player try to outrun the other three who are hunting them down. First player to reach the score limit wins!

    youtube.com/watch

    http://andyshat.com/spaceisolation/index.html

  • oh dang that stinks. is a fix in the works? or is .js a dead format?

    wasn't their a blender plugin?

  • Hello. my arcade game is stuck at a black screen.

    link to game construct.net/en/free-online-games/space-isolation-11660/play

    it gets these fatal errors that don't seem to happen in other arcade games.

    c2mp.js:1 Failed to load resource: the server responded with a status of 404 () index.html?ott=a590009e-8420-436d-97f2-78e2a571ee34:1 Uncaught (in promise) Event

    thanks.

  • I am not sure if I need it but it seems to be working without.

    no doubt there is a cleaner way of doing this but my solution is to get the dot product for both the front and side. this way I can see how forward and how sideways facing the entity is. I then compare the front dot value to see if it is front or rear facing and then compare the side dot to see what side is facing.

    Video of the effect in action. I am not sure if it's perfect but it seems ok to me.

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