Glamthaus's Forum Posts

  • Lol yeah, you almost got me there (you shifty bugger you ).

    Ironically, the only thing going through my mind as I read that was "A six figure sum? Hot damn! Go Ashley!"

    Edit: On a serious note, I had a sinking feeling when I started reading that. Just glad I realised the date halfway through . I'm not the biggest fan of the idea of losing Ashley (Which would've been the real tragedy had this been true).

  • Howdy folks:) Just wanted to share my point of view on all of this. First i removed all of the out-of-topic comments on the ghosthunter download page. Arguing between mmf and construct is really silly if you think about it. Since all we are here for is to make cool games.

    The tools we are using be it may a clickteam product, construct, flash or c++ should not make a difference at all in my opinion. Now for the demo that was uploaded, i see why some people go on and jump in defence mode since it looks and plays like a simmilar demo that was made for construct but the idea behind this was to show what mmf2 can do now, it is even open source so people can see how it was made, that in my opinion is the difference. If this was a demo for a game that was in the making or if it was not open source that would have been a different story as it is now hpwever i think everyone should just see this as a technical open source demo.

    That's all, i do not see any reason why our 2 communties can't help eachother and share our creativity. Instead of fighting lets work together.

    Have a good night folks,

    Rikus

    I figure I'll poke my head in at this point and say 'I agree'.

    I also noticed the very apparent similarities between this tech demo and the one for Construct. The fact still remains, however, that it is a tech demo, and is not intended to be a full fledged game at all.

    The bickering that has emerged over the two I do not feel is necessary in the slightest, and I cannot see it achieving anything other than potential division between two communities that have the same goal; to create games.

  • Eep, messed up my maths somewhere in 3D box. I'll see what I can do about it.

    Thanks Ashley, that would be great .

    I realise I am probably one of only a handful of people using the 3DBox in a manner this complex, but its still something that interests me greatly.

    I would love to have a fully playable 3D tech demo out in the near future.

  • I originally posted about a problem with the 3DBox's Orientations quite a while back. The original topic was still somewhat speculative and the information wasn't presented particularly well (Link: http://scirra.com/phpBB2/viewtopic.php?t=294).

    I spent a large amount of time playing with the 3DBox after that post, resulting in my 3D Proof of Concept (Link: http://scirra.com/phpBB2/viewtopic.php?t=527).

    Moving forward, the main problem I now face is that the 'Yaw' Orientation for the 3DBox is still not relative. I have created a .cap to try to illustrate this issue.

    http://www.fileshack.us/get_file.php?id ... onTest.cap

    On the left, there is a Construct 3DBox, and on the right I have used 8 points to try to illustrate the corners of a cube, using my own 3D Rotation Matrix.

    You will see that both boxes move perfectly together, when you only alter the Pitch and Roll. But as soon as you add any amount of Yaw, you can immediately see a discrepancy.

    Basically, what is happening here, is that the Yaw value for the 3DBox is always counting Pitch and Roll as being 0. This causes Yaw to always rotate the 3DBox in the same horizontal fashion as it does when Pitch and Roll are 0.

    This lack of relativity causes a whole myriad of issues for 3DBox rotations.

  • Slightly off topic, but is there a way to change the X and Y of the mouse? As in, 'Set Mouse X' or 'Set Mouse Y'?

  • That looks awesome Ashley .

    ---

    I have noticed something with the blur, and I feel this post is probably the best place to mention it while I can.

    Using 'every X ticks', 'Always', and for some reason only on 5x blur 'every X milliseconds', the increase in frames also increases the occurrence of the event.

    http://www.fileshack.us/get_file.php?id ... urtest.cap

    1 is Motion Blur off, 2 is x5, and 3 is x20.

    The 'every 1 ticks' and 'Always' make enough sense for me, but take note of the 'every 5 Milliseconds' box.

    Motion Blur off and x20 move at the same speed, but x5 moves about twice as fast as that.

    EDIT: It could just be my video card, I'm not sure.

  • Nvidia 8800 GTX

    Runs and looks sexy as hell. The sooner we can implement this in our games, the better.

    Edit: I have a speed based game I'm working on that would look absolutely gorgeous with this.

  • Ahhh Python.

    I will have to sit down and learn all the syntaxical nuances with the language sometime.

    Its good to know some of you guys here are well-versed in it already.

  • Upload, even if un-commented.

    http://www.fileshack.us/get_file.php?id ... oncept.cap

    Keep in mind that it is just a Proof of Concept, to show that it can be done.

    Making a working game/engine from it will still require a good lot of work.

  • > Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    >

    If you don't mind me asking, what's project you have in mind?

    Over the last few years I've been drafting up documents for an action rpg using that sort of 3D isometric angle, but with a movable camera (ala Ragnarok Online, Xenogears, Final Fantasy Tactics). This hasen't been feasible at all with the old clickteam products.

    That isn't necessarily what I had in mind here, but I told you that to give you an idea of what I'm trying to achieve. This project is about creating the foundations to allow such a game. Making a usable 3D engine with Z Emulated 2D sprites.

    There are other things I need to do, beside just creating the base engine (which I would say is only between 30% - 50% done at best), such as a 3D level editor, because laying tiles from a top-down perspective won't ever cut it.

    So I guess, by the project, I mean all of that as a whole. Finishing the current 3D engine so that it works to how I would like it, and crafting the necessary tools to make the content side of things doable without losing my sanity, and within a suitable time frame.

  • Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    As far as uploading the .cap file, in its current state it would likely be useless due to a lack of detailed (Or any, really) documentation. I'll try to work on that so everyone can have a decent shot at understanding whats under the hood. (I'll upload the current undocumented version if anyone is feeling up to the challenge. I hope you understand Rotation Matrices and such if you do. <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />)

    That's awesome! I guess I'll have to try fixing the yaw offsetting and stuff. I should probably add camera transformations as well - it'd be easier to move the camera around than to move all the boxes, I guess.

    Native camera transformations would likely make about two thirds of my code obsolete (removes the need for the Rotation Matrix, and Pitch, Yaw, Roll input via the Rotation Matrix), so that would be ideal.

    Native Z emulation for 2D objects would make the other third also obsolete.

    Those two changes, as well as fixing the Yaw relativity issue, would allow everyone to achieve what I have, with about 10 times less code. I'm not sure how time feasible it is to do so, being that Construct is primarily 2D (at least until version 1.00), but I'm definitely willing to help out in any way I can if you wanted to try to get it in before version 1.00.

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  • The following is a 3d Proof of Concept that I created in Construct about a month or two ago, before I got caught up in real life and had to put it on hold.

    I realise, first and foremost, that it isn't perfect. The 3d box's Yaw function having no relativity has prevented being able to do a typical camera roll, as well as the ability to offset the pitch, yaw, roll of the 3d boxes themselves.

    Regardless of that, the proof of concept shows that a 3D world with 2D sprites (think Final Fantasy Tactics, or Xenogears) is entirely plausible using Construct.

    http://www.fileshack.us/get_file.php?id ... oncept.exe

    EDIT: Just realized that the Look Up and Look Down is actually inverted. I may upload another exe later, but you still get the general idea.

    2nd EDIT: One thing I would like to add is that Mouse Look would be entirely possible provided that the functionality to set Mouse X and Mouse Y positions is added.

  • Wow, looking good man.

    A damn high level of polish for a 'tech demo' <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />.

  • Thank you all for your support!

    The development is going very fast for now and almost all the basic functions are working (or at least they appear to work <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />).

    I've added teams so that you can group players the way you like. In this way you will be able to easly send messages to some players only.

    Room managment is also near to be completed. Players can create rooms for the others to join so that you can use them as you want (For example not only game related, you can create a simple multichannel chat app in 15-20 conditions)

    Hope this teased you up a bit! <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

    You've teased me up more than just a bit, thats for certain. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Yeah, I'm getting "board" waiting for your mother to come, too <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

    I kid, I kid! Please don't kill me...

    LOL. That brought a much needed smile to my face, thanks <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" />.