Joannesalfa's Forum Posts

  • R0J0hound delivers the classic solution.

    Thanks a lot, it's solved now.

  • Noncentz705 sqiddster the image is clear, I don't need like that:

    I had no idea what's name of this form, I would say elliptical motion with offset for top line and bottom line, maybe rectangle with rounded corners

  • I'm trying to figure how to make ellptical motion in following path:

    I've uploaded a .capx here, but it does circular motion, not ellitpical with offset, I'm looking a solution, thanks!

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  • We seriously need LiteTween and MoveTo

    These features are essentials for video game development

  • I'm trying to create an experiment about DOOM with Q3D, about Sprites 3D have no collision, I was thinking I can use invisible 3D model to pin over 3D sprite to act as collision helper, besides we may use 4 collision for each parts in following: head, arms, torso and legs, imagine a shotgun shoots over enemy legs that can be ripped and unable to walk, is possible?

  • codah http://www.fileformat.info/info/charset/UTF-8/list.htm

    Text has no problem with that, it would display any characters with UTF-8 encoding. Funny, chinese characters can't fit in sprite font map due to limit which it would require more than thousands of characters.

  • Hi guys

    I'm looking a little help, I'm making multi-language fonts such as arabic, chinese, japanese, korean, cryllic, etc. I need to know where to get complete alphabets of these languages were used in videogames to build my sprite fonts.

    Besides. Anyone can share experiences about usage of localization?

    Thanks!

  • Mexico

  • You may try Downscaling in project settings, according to manual.

    Downscaling

    Adjusts the tradeoff between rendering quality and memory use when resizing images to smaller than their original size (downscaling). The options are:

    Low quality: mipmaps are disabled (reducing memory use), but downscaled sprites may appear blocky or pixellated.

    Medium quality: mipmaps are enabled. Downscaling sprites generally looks better.

    High quality: mipmaps are enabled and the spritesheet after export pads out all images to power-of-two sizes. This can significantly increase memory use, but can resolve two minor rendering issues: light fringing that can sometimes occur along the borders of downscaled objects, or a quality change in the last frame of an animation. Do not use this mode unless a rendering artefact is specifically observed and selecting this mode can be observed to resolve it: the increased memory usage can be very significant, and is not a cost that should be added for no reason.

  • GeometriX Got it, it worked, thanks!

    QuaziGNRLnose I will try r69, there a missing question that you didn't answer:

    Do you suggest I should use separated models to load such as glass.obj, wheels.obj and chasis.obj instead of fullcar.obj to apply different materials and Is there an easy way to pin togheter (if we get XYZ coordinates from 3D editor) when 3 models are loaded in runtime?

  • Ok, good, besides to advanced x stuff, do you suggest I should use separated models to load such as glass.obj, wheels.obj and chasis.obj instead of fullcar.obj?

    I have a problem about creating Q3D models that won't apply textures, I found a workaround to copy your object from examples, I stil don't understand what's the cause of problem. Enclosed a .capx includes .obj and texture.

    https://dl.dropboxusercontent.com/u/762 ... oblem.capx

    Other thing, I've used three.js exporter addon https://github.com/mrdoob/three.js/tree ... rs/blender in my blender and exported as .json, I tried to load 3D model but i got javascript error due to length, besides I renamed from .json to .js, i got same error. Do you know how to fix it?

  • kmsravindra QuaziGNRLnose

    I haven't used blender since 3 years ago, omg I was very oxide until now, I've spent 4 hours to figure out how to make enough skybox

  • Use smaller resolution, 640x480 is fine for most games. I have experimented a game with 1920 x 1080 , it looks nice, but just the fill rate makes it much slower. Use fixed resolutions which is faster than windowed and scaled.

    However if you worry about HD graphics, make 1920 x 1080 based graphic and scale down in C2 layout, it would keep looking good even is zoomed in.

  • Ok, I will make a capx with your idea.

  • Would you mind to tell me how did you manage to create skybox? It looks nice, I had no idea how to work with my skybox.

    It would be nice if you can send me simple capx with Q3D, I have iPad 2 air I could help to test with your app.

    Have a good luck with your app.