Joannesalfa's Forum Posts

  • Nice progress!

    About the animation, you may add design pattern about THREE.AnimationHandler in Properties. The parameters are in the following order: the mesh to animate, the animation name in the model and interpolation type. It's up to your experiment about animation.

  • How are you converting this game from HTML5 to Unity? Do you have hired programmers?

    PD: I can't see a f*cking nipple on the dancing zombie! more like you remove all violence graphic.

  • One question, are you approved to publish your game in Wii U??

  • It would be nice to add a support for the editor inside of Q3D canvas... while C2 debug panel can't do

  • Maybe he means http://workshop.chromeexperiments.com/e ... asic-Usage

    I guess it looks to easy edit variables of 3D objects in runtime, I honestly I don't think it's neccesary, we may use C2 plugins as Textbox to edit variables in runtime

  • Nice, I'm not trying to pressure you into to make everything. Whenever you can keep this plugin alive as new examples or updates when you get chance.

    Thanks for making awesome plugin!

  • QuaziGNRLnose

    I see, I have no problem with that, I would like to learn how you did Tiny Tank like collisions between objects, also behavior like platform, I understand you wouldn't share this .capx due to complex event or maybe spagetthi code or your own reasons.

    I'd love to see a good library of simple examples.

  • QuaziGNRLnose Thanks for letting me know.

    Another question, sometimes built-in behaviors are useful, is bad practice to use separated Q3D as Sprite 3D with one model?

  • JSON could help to make oclussion culling. We can store their JSON before gets destroyed and re-load with curretn JSON values when is on-screen, it's my theory. It's Ok, it could be added later.

    Anyway I got an error when I try to open one of your examples.

  • > Nice, let me know when the examples are added, I will purchase it.

    >

    > 2 quick questions, is possible to implement a skybox? and occlussion culling?

    >

    Yes a skybox is possible , There's only frustum culling at the moment i think. Occlusion culling requires specific types of geometry to really work well, i could try to add it later, what do you have in mind and what are you asking this for (as in what do you want to do that would require this)?

    Good, about skybox I thought Tiny Tank demo doesn't have skybox.

    Occlusion culling helps a lot of things if we add special design level which contain a lot of objects like trees, without occlusion culling, it's going to be useless to play due to bad lag after all. Unity3D pro has pre-built occlusion culling.

    I saw there 2 demos, it's enough, it would be nice to add more samples, I'm going to purchase it.

    I would like to ask 2 questions, is possible to add particle system like this http://aerotwist.com/static/tutorials/c ... e-js/demo/ and JSON like Sprite in future version?

  • Stand alone is better for workflow, steam sucks because it's annoying to open .capx are required to login steam.

    I personally download updates because Scirra has good e-mail system to send every users to let know when new version is out.

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  • Nice, let me know when the examples are added, I will purchase it.

    2 quick questions, is possible to implement a skybox? and occlussion culling?

  • This is very good news! It should bring a substantial performance boost to iOS devices, and should mean we can finally get rid of non-browser "wrappers" like CocoonJS and Ejecta completely, and move to WebGL-accelerated PhoneGap with a real browser engine and no annoying compatibility problems. With Crosswalk covering the Android side things should be looking pretty good by the end of the year...

    Not so wise words, not everyone have new iPhones but they are still using, not everyone can afford to buy new iPhones because iOS 8 won't support iPhone 4.

    This is Ok news, not very good news.

  • It won't help until you have to set up server with php and MySQL database to allow beta testers to test game in browser or node-webkit