While moving an in 2D/3D with the arrow keys and holding Shift, it makes it move in larger increments. And in practically every video game holding shift sprints or moves faster, but with the 3D freelook flying ALT is to fly faster and shift is to fly slower?
In the description you mention being able to edit "3D meshes" with the gizmo, however I think you mean' to say "2D Meshes".
Also, scaling a 3D mesh only seems to scale the bounding box, and not the actual mesh....
If you are making a 3D game chances are you are using the 3D camera for gameplay stuff as well. Since you can't have 2 or more cameras in the scene at once, is the only way to use this mid game, to toggle off the gameplay related camera stuff and this will take over?
Another potential bug I noticed.
If using the condition "on collision with" on an object that has your behavior added. it fires right away when launching the game. Perhaps the code for the action "collecting waypoints" could be triggering the collision trigger to fire immediately?
very cool!
I've noticed that "loop" mode doesn't go back to tag 1 when it completes, and if you add an additional waypoint at the end and place it right over the first one when it completes a lap it pops (this is with face direction mode on). Is there a way to make it follow a nice round loop over and over without popping at the end?
Amazing!!!!! My dream come true! Does it support animated models?
I've been using construct for over 15 years now and every year it gets better and better!
These "Balls" Don't bounce like a real ball. Its more like a super bouncy ball that can never stop bouncing. There's no gravity to adjust in the behavior.
Is there a line of code I can change that will allow the mesh trail to not shrink and disappear? so that it will stay on screen?
There's a bug, where if you change the speed at runtime of the object moving along the spine, and reverse it so that it goes backwards, it loses track of the spline as soon as it passes the previous waypoint. It wont follow the path in reverse.
I ran the example. It just forms a cross at the center of the screen, instead of scaling the box to surround the sprites.
I think the issue is that the children objects all need to have their hierarchy inheriting properties disabled, so that they dont translate/scale etc of the parent object.
Nice! Would you be able to add the ability to be able to adjust the font / box size plz?
Can't wait to see if there's something extra special for the r400 release!
So far that doesn't look like the case.
Also i've noticed that the tag name replaces the name of the sprite in the instance list once you give it one. It might be nice to have both of them eg: Player (tag 1, tag2, tag3) -UID etc instead of just the tag names
Member since 9 Oct, 2012