purplemonkey's Recent Forum Activity

  • > QuaziGNRLnose

    > Hi ya! Have you been able to work on the Q3D-plugin lately? And if so, what are you working on?

    > I would love a few new examples or better yet, implementation of things like working shaders, AO, DOF and so on.

    >

    hey wanted to ask you is there a way you can tell me the song name that u used in the example you shared around page 130 in this topic, i cant seem to find it on your example page in the developer console, seems u used an external link for it to load

    Hi ya! I had to do a little digging because I couldn't remember the site I found it on. Alas, it's a site called MUSOPEN and it's got a bunch of public domain and copyright free classical music. The piece in particular is Waltz in A minor, B. 150 (Frédéric Chopin, Performed by Aya Higuchi).

  • QuaziGNRLnose

    Hi ya! Have you been able to work on the Q3D-plugin lately? And if so, what are you working on?

    I would love a few new examples or better yet, implementation of things like working shaders, AO, DOF and so on.

  • It's great to have news about Yonder. Looking forward to it

    Hey thanks! Yeah, I've been super bad at showing stuff, I made a devlog update about it on tigsource. Basically, we've been working hard and are planning on making a sassy trailer soon!

  • purplemonkey Yonder looks stunning! Really like your use of colour too.

    Thanks Ethan!

  • Recently implemented a hugging mechanic in our game, because why not.

    Click image for better quality

  • kmsravindra Yeah, I messed around with it a bit more just now and added collision checks and a rather iffy snap-to-grid. I fiddled a bit with stacking but I'm not sure of the best way to go about it.

    I 've updated the example ( you might have to delete cache or just refresh a couple of times to see the new HTML version) + capx file. This is unfortunately all the time I have for this particular project, so someone will have to continue to build upon the project if they want it to work well..

  • miketolsa Try again, it seems to work fine for me.

  • Okay, so I tried imitating that three.js voxel painter by using the RTS example provided by QuaziGNRLnose

    It went so-so, I don't really have the time right now to figure out an easy solution for the snap-to-grid mechanic nor stacking of object. But other than that, it's all there.

    Try it

    Download Capx

    (LMB to create a box and RMB to destroy it. Camera controls are WASD, hold MMB to rotate, hold RMB to move, mouse scroll to zoom in/out.)

  • purplemonkey Just set q3dsprites relative to a position in front of the view port.

    that way, the camera coords and rotation become the values you use for the sprites.

    if this doesnt make any sense i apologize ive been up all night (working with q3d matter-of-factly)

    Hmm, I want to use 3D object and not sprites, does this make a difference? I'm finding it a bit iffy to make a static UI with 3D objects that always follow the camera, even though it's rotating, always focusing on the player object as well as zooming in and out..

  • So, uh, what's the easiest way for a constant 3D GUI overlay? (I'm guessing I can't use 2D GUI methods)

  • > All right, I managed to make something out of my test scene.

    > Try it, roll a ball, collect come points and win the game.

    >

    Hey! looks great! Maybe the ball runs too fast but as example is great. C2 Download sample?

    Thanks! Eh, the code is all jumbled in this one, it wouldn't really be wise to share it. I might do do a simpler scene to share though.

    purplemonkey

    Very cool! for the trees you can try creating compound colliders by using a thin cyclinder collider for the trunk and a sphere for the leafy ball. In debug mode you can trial and error and visualize the position of any extra colliders you add. this all has to be done with action however you can make it automated in the on-created trigger.

    Good idea, I'll definitely try it out!

    purplemonkey:

    Very nice scene! I really like the atmosphere--fog, clouds, use of color. It drew me in right away.

    Hey thanks, man!

    QuaziGNRLnose How do I go about creating a ".qfx" shader? You said there were packaged files for download but I can't seem to find them. Also, would it be possible to implement things like AO (ambient occlusion) in scenes? How about post processing effects DOF (depth-of-field) or "god rays" and such?

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  • All right, I managed to make something out of my test scene.

    Try it, roll a ball, collect come points and win the game.

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purplemonkey

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