cjbruce's Forum Posts

  • I can't set texture for .obj model in Q3D plugin. Every new runtime model just changes it's colour to random. How to add texture to .obj model in Q3D plugin? .capx would be really good here...

    Thanks and sorry for bad ENG

    The basic workflow for model textures in Q3D is:

    1. Under "Files", right-click to add your .obj file.

    2. Create a new Q3Dmodel object in a layout.

    3. Double-click on the object to open the image/animation editor.

    4. Under "animations", add a new animation called "DiffuseMap".

    5. Import the texture that you created in Maya/Blender/3DSmax/wherever.

    Q3D requires that you have at least one diffuse map called "DiffuseMap", so that it automatically detects that a diffuse map exists. Once you have one called "DiffuseMap", you can add other diffuse maps and call them whatever you like.

    6. Close the animation editor. Click on your object, and make sure you have the following settings:

    (If you have Q3DOimoPhysics behavior, make sure "Debug body" is set to "Disabled")

    "Use Model" - "Yes"

    "Model Filename" - "Creep_level1.obj" (replace this with the name of your .obj file)

    "Model Auto Load" - "Yes"

    "B.Box Debug" - "Off"

    "Collider Debug" - "Off"

    If you are seeing something that is randomly colored, it is because it hasn't loaded a texture and/or you are seeing one of the debug bodies (physics, bounding box, or collider).

    If you are seeing something that is randomly multicolored, it is because you are simultaneously seeing two or more overlapping debug bodies.

    If you haven't done so already, I recommend taking a look the Q3D manual:

    https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

  • fuego96, this is great!

    I'm looking forward to the mobile version.

  • The Q3D plugin is designed to do things like this directly. Just place some stars in 3D space, set the camera to "perspective" mode, and animate the motion of the camera to get the desired effect.

  • Powered by Q3D. For those of you who like racing and drifting -- indoors.

    https://www.scirra.com/arcade/racing-ga ... acer-18933

    Score the best time for you and country.

    Forgive the inadequacies or lack of polish, had to make sacrifices <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Woohoo! Nice job!

    It crashed when I tried to load it on my iPad, but I'm looking forward to trying it on a real computer.

  • Ah . You can actually raise the linear damping coefficient past 1. I'm not sure why they listed a maximum value - in real life it can be any quantity greater than zero.

  • You are looking for the tokenat() system expression. Here is the manual entry:

    https://www.scirra.com/manual/126/system-expressions

  • There's 2 problems with Flash:

    1) You need to download a plugin to run it.

    2) It constantly needs updating because of security reasons.

    It might be great for creators, but it's a huge hassle for everyone else. HTML5 is exactly the opposite. That's why Flash will lose the fight for the web. I say let Flash die a peaceful death.

    But if you think HTML5 games will ever take over the market, I think you'll be waiting a very looooooong time. People don't want to pay for browser games. Flash or HTML5. If you want to make money, you have a better chance of building games for other platforms.

    We need to be careful not to conflate two different pieces of software called "Flash":

    Animate CC (the new name for the content creation tool previously known as Flash) is awesome because its predecessor was awesome. It has even better drawing and animation capabilities now than it did 4 years ago. It now has builtin support for the CreateJS javascript libraries, which, in combination with other libraries, can do pretty much anything you want in javascript. The problem with creating software in Animate CC is that you are coding in javascript instead of working with event sheets in Construct. Although the capability does still exist, I don't know of anyone who is actually still using it to create .swf files.

    Flash Player is a train wreck. I spend most of my non-teaching time frantically converting all of our old flash-based tools to HTML5 so that they will run on students' mobile devices.

    I have been really tempted to switch some of my asset creation workflow over to Animate CC because it is better than Flash CS6.

  • Could you post a screenshot?

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  • Sirvoid I doubt it unless you can figure out a way to use a texture to control mesh vertices, but the texture has to be generated some way. Maybe doable but beyond my knowledge.

    Sirvoid

    A generated texture is doable with the "Paster" plugin. I did this in "Robot Rumble" to put dynamic text on the Q3Dsprites hovering over player's robots.

    I'm not sure how use this to control mesh vertices though.

  • I have built a web app called ChemThink in C2 which resides on my website, http://www.simbucket.com.

    1. I would like to place different instances of the ChemThink web app in frames in different locations on my website.

    2. Each instance needs to be aware of its parent page so that it loads up the appropriate portion of the web app.

    URL to the ChemThink web app: http://simbucket.com/chemthinkserver/chemthink/

    URL to the simbucket.com parent pages: https://www.simbucket.com/welcome-to-simbucket/

    Depending on which simulation a student clicks on the parent page, I want "ChemThink", the C2 app, to automatically bring the student to the right tutorial or question set upon login.

    Rationale:

    By the time ChemThink is finished, it will be around 8500 events, with hundreds of event sheets. I want to make sure that I don't have to maintain many different versions of the project.

    How do I either do either of the following:

    A. Pass a variable from the parent page to the ChemThink instance so that ChemThink knows which tutorial to load?

    -or-

    B. Give the ChemThink instance the ability to inspect its parent page so that ChemThink knows which tutorial to load?

  • Do you know about Adobe Animate CC? It has all the tools of Flash, but exports to HTML5. If you already know Flash, this might be the best thing for you.

    http://www.adobe.com/mena_en/products/animate.html

    and

    https://blogs.adobe.com/creativecloud/welcome-adobe-animate-cc-a-new-era-for-flash-professional/

    $20/month, but if you like time-line-based animation, Animate is for you. It still exports Flash, but operating systems and browsers don't like it much. You can use ActionScript 3.0 but not lower. And as people here will tell you, HTML5 runs everywhere, Flash runs fewer places every year.

    Hmmm $20/month. That's $240/year, less than half the price of Construct 3.

    Animate CC is great, but is missing the event sheets, and last I checked, you need to code everything in JavaScript with their ActionScript-like API. It wasn't worth it to me to learn a custom JavaScript API when Construct pretty much had me covered, but might be worth it to someone who is already very conversant with Flash.

  • No worries. Most of the things you need to know about the way physics simulations work aren't actually taught until you take a course in numerical physics or modeling at the university level, so you aren't alone!

    Here are the basics:

    Friction: This sounds like it should be what you are looking for, but it is not. In computer games, "friction" is a retarding force between 2 physics objects, but since this is a top-down game, the "ground" is actually not a physics object. Therefore friction will not have any effect in a top-down 2D game.

    Linear damping: This is probably what you want***. Linear damping applies a force backward that is proportional to speed. The slower the object is moving, the smaller the retarding force. Note that this technically means the speed will never reach zero, but it will quickly approach zero such that you can apply a check to see if speed < 1, set speed = 0.

    Angular damping: This works just like linear damping, but for rotation.

    ***Note that "linear damping" is actually a better simulation of air drag than of skidding along the ground. Ground friction is best modeled as a constant force, but you will need to do a number of additional checks to make it completely accurate, and I'm not sure it is worth the effort and extra events for a game. To see the difference between friction and air drag in action, go to https://www.simbucket.com/simulation/rocket-sled/.

  • 2 options:

    1. Create your own movement behavior entirely with events.

    2. Use one of the physics behaviors (either the built-in or Chipmunk).

    I have been using prebuilt physics behaviors quite a bit lately, and am pretty happy with how they work. They also have the advantage of handling car-car collisions automatically.

  • Hmmm... Weird. What device are you testing on?

    I'm not much into 2D games -- everything I have been creating game-wise is 3D, and I have found most of the time on mobile I have been CPU-limited. Perhaps someone more experienced with 2D games has a better idea?

  • is there any ways to make a mesh or something similar for a random terrain generation?

    I haven't figured out how to do this programmatically in Q3D. tunepunk has had success with predefined heightmaps though.