fd9af6abd3f743bc89721266027a1cce's Forum Posts

  • QuaziGNRLnose

    I see. I'll try and stick with morph animation for now then. It does sound a lot more attractive now.

    The exporter is really dumb

    didn't want to put it like that, but yeah...

    I didn't write it.

    es, I was aware of that. I did some googling and noticed that other people have already been trying to apply fixes to the exporter regarding its ability to recognize blender actions. If I find an interesting inofficial build somewhere, I'll be sure to post it here.

    EDIT: Nope, there's one multi action exporter and it didn't seem to work with blender 2.74. Too bad.

  • Id still recommend using morph animation if you can.

    If it's really that much of a difference performance-wise, I guess morph animations would be fine, too. I finally figured out how to get them to work, too.

    I do have two more questions on morph animations though:

    1) If we want to export a blender object with more than one animation, do we have to put all the animations in a row in blender's dope sheet? Because the exporter doesn't seem to understand blender's convenient "actions" system. (Unity does. )

    2) No matter what I do, the blender three.js exporter names the animation frames animation_0000001, animation_000002 and so on. Do we really have to rename them by hand afterwards in the json file? Is there no way to let the exporter know which frame belongs to which animation?

    PS: Are skeletal animations really as useless as you're making them sound? Will they even visibly slow down the game if you're playing on PC via NW.js, or just on weaker mobile systems?

  • smebor

    Thank you very much for your help. To be honest, I didn't really expect that you would upload anything at all. Game creators are usually so afraid of getting their work stolen and all that.

    3Dplatformer2.capx is exactly what I hoped for. The light moves with the player, but with an offset. The light direction stays the same, even when the player jumps. The borders of the shadow cam are never seen. I believe this is the best sun simulation that we will ever get for Q3D.

    QuaziGNRLnose

    Thanks for your reply. I hope asap means really soon. I'm dying to see skeletal animation implemented. Those morph animations are a nightmare to use.

    As for example file suggestions, I believe smebor's platformer project is a real treasure chest. All that is missing are on-screen explanations to know which button does what without having to look at the event sheet. But even without that it would be a worthy addition.

  • Until then im going to try my best to add support for these kinds of helper features.

    It's only a humble suggestion from one of your happy buyers, but shouldn't you focus 100% of your strength on implementing key features like skeletal animation, and not waste a single second of your precious time on low priority things like beautifying the interface? Game export is also still broken(!), and all available example projects are outdated (which is giving me loads of trouble with figuring out how to get 3D shadows to work).

    Will these issues be fixed with the release of v2.4, and will it be available before the end of April?

    I am forced to put my project on hold until then.

    You can use any 3D editor together with C2.

    Say, is that some kind of mock-up screenshot? This can't possibly be real, right?

    If it is, how on earth did you do it? How do you change the interface like that? (You guessed it. I'm not a programmer.)

    And even more importantly: How did you get your objects to cast such a pretty shadows? Care to share your capx, or parts of it, or at least your light settings?

    Because I've been fiddling around with directional lights for days now, and I just can't get them to work like that. The light only seems to work inside a certain area. (It probably has something to do with the "Shadow Cam Size / Angle" setting, but I can't figure out how to use it right.) And as soon as my character has walked a few steps he has left that area and his shadow vanishes.

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  • I can also confirm that the audio is broken. Any sounds that are set to "play at object" seem to be playing at random speed and pitch. Music works fine.

  • There is something terribly wrong with v144.

    I had to downgrade to 143 again (which is already bad enough due to that horrible memory leak).

    No OR-block in my game is working in v144 which, in my case, means that my platform character can't move at all. It's a disaster. Thank god I learned from the chaos that was v143 and made a backup of my game before trying out v144.

    I really appreciate the frequent beta updates but in this case Construct 2 was completely destroyed by it. Nothing works.

  • What? ... Already? Wow. I wasn't sure if I'd get any replies at all.

    It's perfect. I can't thank you enough.

    How did you do this so fast? To me it looked unsolvable. A dead end.

    You've added so few lines. Makes it look so easy. Yet I still don't fully understand why it works this way... I'll spend tomorrow working that out on my own.

    Thanks.

  • Despite there already being some threads about this, I still can't seem to get this to work for me:

    I'm making a platformer and have just built my first enemy. The AI and everything else works as it should.

    Next I copied and pasted the enemy somewhere else in the layout so I could have two enemies of the same kind that would attack the player simultaneously.

    Not being an absolute beginner, I also added "for each" conditions wherever I thought they might be necessary.

    But as it turns out, this is not at all as easy as I though it would be. I've spent the last three days trying to get the AI to work for two enemies at once, with no luck.

    So as a last resort I've decided to post an example.capx here and hope for someone to help me out.

    Example.capx

    So please, please, would someone be so kind?

    This game is going to be part of my final project for art school so I can't just leave it unfinished.

  • Hello everyone,

    yesterday I started making my first platform game prototype in C2 103.2 (freeware edition). Everything went really well until suddenly I stumbled upon a bug so terrible it makes me want to stop and go back to Construct Classic and never touch C2 again.

    This is what happened:

    <img src="http://imageshack.us/a/img560/6498/construct2.jpg" border="0" />

    I made this square-shaped sprite and gave it platform behaviour. Then I let it jump around on solid blocks - just to see if it worked. And it worked. However when the platform object landed on the ground it would sometimes sink into the solid object, as can be seen on picture #2. Completely at random. So sometimes the bottommost line of pixels of the platform object would be hidden behind the floor... and sometimes it wouldn't. How on earth is this possible?

    This even happens in other games like for instance "Dual Custody" on the Scirra Arcade. Is there really no workaround for this horrible and pixel-art-defacing bug?

    I was only one click away from buying C2 yesterday evening. And now I'm so glad I didn't do it. I guess maybe I should give it another year or so.