Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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  • I really like where it goes... Keep up the good work, QuaziGNRLnose !

  • GameThirsty

    first person view has always been possible. You have to control the camera position/rotation, there's not much more to it than that, its not the type of thing that would be part of an update. place the camera where your characters head would be and make it look towards the point you want to look towards.

    I got it working somewhat, I am using Camera Look At condition, and I set the Camera Look at position to Mouse.X for the X and Mouse.Y to the Y position, what do I do with the Z? It does look up and down so far.

    Thanks for the heads up by the way!

  • GameThirsty

    You should be rotating the camera based on how much the mouse has moved. You'll run into a problem with the mouse hitting the edge of the screen however, so you'll need the MouseLock Plugin by TiAm : MouseLock Plugin

    then fill out the expressions like so and thats it !

    you can replace the /2 with *0.5 or any sensitivity scaling value to control the sensitivity of your fps controls. oh and thats meant to work for a game where the floor is the x-z plane and the positive y axis is down. The way you set things up initially is important. Also its a good idea to clamp the value or the camera can over rotate and things get flipped. That should get you started though.

  • GameThirsty

    You should be rotating the camera based on how much the mouse has moved. You'll run into a problem with the mouse hitting the edge of the screen however, so you'll need the MouseLock Plugin by TiAm : MouseLock Plugin

    then fill out the expressions like so and thats it !

    you can replace the /2 with *0.5 or any sensitivity scaling value to control the sensitivity of your fps controls. oh and thats meant to work for a game where the floor is the x-z plane and the positive y axis is down. The way you set things up initially is important. Also its a good idea to clamp the value or the camera can over rotate and things get flipped. That should get you started though.

    QuaziGNRLnose

    Wow! Nice! Thank you!

    Thanks for the help , I will see what I can make out of this and maybe make a simple DOOM clone to get the rest of the users started with FPS controls utilizing your plugin.

    I have the FPS camera totally working now. How would I go about moving with the WASD keys to move to that point in space? Using the Camera Position function?

  • GameThirsty, yes exactly, you'd set the position of some player positions head. An easy way to do it would be to use the custom movement plugin and layout a map in the layout editor. perhaps make a topic in the how do i section on the forum instead of posting here, so people wont have to go through 40 pages to find out how to do it. you'd want to move the player at the planar angle of the camera when the forward/backwards keys are pressed, and 90 degrees to the planar angle of the camera when the left/right keys are pressed. It'd probably be easiest to make the X-Y plane your floor.

  • I've put together a little example that i made using the new plugins in the update in 14 events. It demonstrates the spatial hashing system used for collisions, object parenting actions, and serves as a neat little benchmark for how collisions are managed for moving objects testing against N moving objects. Click to spawn a bunch of boxes. The button in the bottom corner shows visually the sparse spatial hash being built/modified as objects move around.

    Link

  • Download the lastest version of Q3D here:

    Q3D V1.0

    Where is the 1.1??????????????????????

    its about few mo

  • I'm in the end stages of working on it, but it's still not ready. I've been working on it as much as I can, but it's complicated and i don't want to release something buggy / poorly made.

  • GameThirsty, yes exactly, you'd set the position of some player positions head. An easy way to do it would be to use the custom movement plugin and layout a map in the layout editor. perhaps make a topic in the how do i section on the forum instead of posting here, so people wont have to go through 40 pages to find out how to do it. you'd want to move the player at the planar angle of the camera when the forward/backwards keys are pressed, and 90 degrees to the planar angle of the camera when the left/right keys are pressed. It'd probably be easiest to make the X-Y plane your floor.

    Thank you for the help, I appreciate it greatly.

    I am still not fully understanding how you mean to implement this, so I will recap what I think you mean.

    To make an easy way to move the camera's position around the 3d world is to reference the players head camera to a sprite in a 2d plane. Give that sprite a custom movement behavior, and reference the sprite to make adjustments to the camera?

    I will indeed be making a How to? Post here soon, I just want to get more information about it so I can make an example for everyone to use someday.

  • it's gonna be easier with the helper functions in the new plugin, but you're essentially right. Position the camera at the sprites x,y position with some z offset above what you make the floor plane for the "height" every tick, and then move the sprite around however you'd like. Using custom movement makes it easy to implement strafe etc. cause you can accelerate things at angles.

  • it's gonna be easier with the helper functions in the new plugin, but you're essentially right. Position the camera at the sprites x,y position with some z offset above what you make the floor plane for the "height" every tick, and then move the sprite around however you'd like. Using custom movement makes it easy to implement strafe etc. cause you can accelerate things at angles.

    Okay, I will wait until the plugin has been updated.

    I thought the Y axis was the "Height" of the map and the X and Zed was the floor of the map?

    Or is it easier to reverse it so Zed is height and Y and X is the floor? What is the reasoning if so?

  • GameThirsty

    You can choose the x,y,z axis to be whatever you want. It's easier to make X and Y the floor so that you can lay out the map top down in the construct editor, and can use behaviors to move around the floor.

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  • QuaziGNRLnose

    I think I have a start on what I need to do, my logic behind these events is to...

    1. Match the sprites angle to the current angle of the camera's Y-Axis. (direction the camera is looking in 3d space)

    2. Once the angle is set on the sprite, I can use the custom movement behavior to set the sprites (player) movement position to the sprites current angle.

    It does work a little bit, however its not what I am after. Logically I thought this would work, because all I am modifying in the 3d space is the X and Z coordinates, I am using the X coordinate of the sprite to set the X axis coordinate and using the sprites Y coordinate to set the Z coordinate in 3d space. Making the sprite have the same angle as the camera should set the correct movement in this example.

    Thank you so much if you have any suggestions!

  • QuaziGNRLnose

    Iw been away for some time... i would like to ask you is it possible at decent speed to put scene like eg. Trine:

    So that we have several paralaxed layers in background, then Q3D with all the action in it and then again C2 layer with UI.

    Or is there a better way to make this?

    tnx!

  • You could use the "inside mode" and set the background alpha to 0, that way anything behind the Q3D object would be visible, and anything above would be visible. Inside mode however is buggy on some browsers (i can't fix the fact they dont support video to texture properly). The better option is to use the behind mode, set layer transparent to on so you can see the Q3D canvas below the layer, and make your "parallax background" a Q3D object or textured Q3D plane far in the background, which is how a 3D platformer like Trine is doing it in the first place. With Behind mode you can't show construct content behind the Q3D canvas, but you don't really have to, and this will work on all platforms without the overhead of video to texture.

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