Boncade's Forum Posts

  • I can't really figure out what you mean from those images.

    Dunno how I can explain it even more clearer:

    • Q3D Physics allows to rotate the 'physics body' independant from the 3D model or the collision model.
    • What I did was rotating the 'physics body' (the bright yellow box) 45 degrees (this is what you see in the first image). I did not play around with neither 3D model settings nor collision settings
    • Result: the little green box - the player - is able to overlap with the big yellow'ish box and collide ONLY with the rotated physics body as it should.
    • Now, without doing anything else, I deactivated the debug body for the big 3D object, so that you don't see the bright yellow physics body anymore
    • Result: now the big yellow box has the same hitbox like a normal box; the Q3D physics body collision doesn't apply anymore. I'm able to touch the box, but unable to overlap like in the first image.

    This is really bizarre since the only thing I'm doing here is to deactivate the debug body (so that it is invisible) and suddenly the whole physics changed, which - as you already mentioned - shouldn't be the case. I tried a lot of things but can't seem to find the error: this only happens if you deactivate the debug body.

    I found this when I tried to create stairs and when I used the same method (rotating the physics body) it worked really good. But then when I deactivated debug body the stairs turned into a huge box instead.

  • Debug bodies shouldn't affect the physics at all, and in my testing they never did. Are you 100% sure this is whats happening?

    I tested it again, and yeah.. this is dependant on the debug body for some reason.

    I created a completely new object (box.obj), gave it the Q3M Physics behaviour and at the start of the Layout it rotates the physics body 45 degrees. Looks like this with the debug body activated

    Ignore the 3D model for now. Well, next the thing I did was to deactivate is the debug body, nothing else, and..

    The collision for that object is different now. I can't reach the same spot like in the first image (slightly inside the box). It all works when I activate physics body. Dunno where my error is Maybe I'm understanding something wrong? Sorry for the questioning again!

  • Man, this is so much fucking fun to play around; fantastic stuff.

    One question QuaziGNRLnose :

    It seems like when I deactivate 'Debug body' in an object's 3D Physics settings it's the same as disabling 3D Physics completely, even though to my knowledge the only thing that should happen if you deactivate 'Debug body' is that the debug body basically turns transparent, am I correct?

    In my example, I'm working on a top-down view system. I was working on a ramp and this works fine with debug body enabled; the player can run towards the ramp and it moves him along the Z axis, like it should. But when I disable the debug body for the ramp it has the same 'hit box' as a normal box.

  • I wonder: is there any documentation explaining what all the variables of a 3D object stand for (Rz, Sx etc.)?

  • > So, I have a question:

    >

    > The morph animation example shows a room with various Quake characters and so on. It has a floor and 4 walls. Is it possible to create objects that are above the characters but that also allow the characters to walk under them? Like a floating platform for example.

    >

    > I toyed around with this for some time now but it doesn't really seem to work, not sure if that's me, the plugin or C2 restrictions. One of the things I tried was to compare the player's Z with the floating platform's Z and if that Z is smaller than the player's, then it should allow the player to walk under it by disabling collisions etc..

    >

    > Example: Player Z = -50. Floating platform Z = -200. Is platformZ smaller than playerZ? Yes. Disable collisions + remove solid. Doesn't work.

    >

    This is programming related, has nothing to do with C2 or Q3D limiting you.

    If you want an easy solution, use the Q3D oimo physics behavior, Otherwise it's up to you on how to code layered platforms.

    Yeah, you're right; I found a solution and while that one works and isn't overly complicated it seems way too bloated. Well, I just bought the addon! Do you send everything manually per mail or did I miss a step after payment? Cheers!

  • So, I have a question:

    The morph animation example shows a room with various Quake characters and so on. It has a floor and 4 walls. Is it possible to create objects that are above the characters but that also allow the characters to walk under them? Like a floating platform for example.

    I toyed around with this for some time now but it doesn't really seem to work, not sure if that's me, the plugin or C2 restrictions. One of the things I tried was to compare the player's Z with the floating platform's Z and if that Z is smaller than the player's, then it should allow the player to walk under it by disabling collisions etc..

    Example: Player Z = -50. Floating platform Z = -200. Is platformZ smaller than playerZ? Yes. Disable collisions + remove solid. Doesn't work.

  • Looking through the examples.. mhm, like first of all: this is probably the craziest plugin. But man, it looks kinda complicated without any basic documentation. I can see purchasing this down the line but as of now I'm hesitating since I can't even manage to create a textured ground

    Edit: Scratch that! My Box.obj file was kinda busted. NICE! This is pretty good.

  • R0J0hound

    Yeah, I understood that - pseudo-3D is more fitting. So I assume there is no way to majorly increase the amount of objects without impacting the framerate.

    Another thing I was wondering: how did you create the spinning objects? Did you just create .obj files manually with specific values in it (like the cube or monkey iirc) or do you use a tool? Sorry for asking so many questions, heh.

  • Ah, thanks for the response.

    A more general question: it seems like you can use like up to 20 3D objects until the FPS begin to drop rather heavily. By what is the amount of objects you can place on the map influenced and is there a way to improve on that? Thanks for your answer.

  • Any news on perfomance on iOS 9?

  • Probably the most impressive plugin I've seen so far. I love it.

    Are the versions in the OP outdated though? Is there a better renderer yet?

    Thanks for everything though, Rojo!

  • "If using Canvas+, remove the whitelist plugin installed by default. "

    Where is that?

    - anyways looking forward to the new service!

    Good luck with it, i've always used CocoonJS for perfomance.

    Plugins > Installed

    and it should be listed there

    Still not sure if there is really a performance increase compared to the previous version though..

  • Man, that might be one of the most slickest interfaces I ever worked with.

    I don't quite understand how to test a project on my device though.. normally I used the CocoonJS plugin from C2, exported and put that file into the Applications Folder in iTunes and then started it via the launcher. Is it different now and if so is there some kind of documentation available? Thanks for answers!

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  • Wow, signed up for the beta!

    This seems to have everything to support Cocoon in C2 again

  • Yeah, the forum and the tutorial section are flooded with chinese bots; WTF