linkman2004's Forum Posts

  • Yeah I looked at that to see how you did it a while ago, but i ended up using my own method (albeit quite similar)

    I kinda want to make the Z ordering using families, that way i don't have a huge list of events just dealing with overlapping. Although what you made there still is quite good

    The only drawback with using families is events such as, if Blue is overlapping Blue, i find, using any other picking events and/or action after that tend not to work so well

    Yeah, Z ordering was the only thing I couldn't get done well. I'm still waiting for assigning the Z order as a number so objects with a higher Y value could be above things with a lower Y value.

  • I actually made what essentially amounts to a simple isometric platform engine and posted it here. The thread is right here. It's not actually an isometric viewpoint, but it could be modified fairly easily into an isometric view. Hope this helps.

  • I've already submitted this to the bug tracker(mistakingly saying the problem also effected keyboard input, btw), but I wanted to see if anybody else has this problem. Whenever I use an app object(like a button, list box, etc..) and click on it, mouse clicks will no longer register. Keyboard input still works fine, but the mouse won't register any clicks at all. Here's an example .CAP:

    Broken Mouse Input

    By the way, this was just recently, because this problem didn't happen with previous versions.

  • also editing a clone of a sprite changes the original sprite also. i believe this has something to do with a "invalid texture was referenced" bug because yesterday some time after doing the above construct crashed giving me this error. hope this helps!

    I don't think the invalid texture error is related to that one. I think cloned sprites have always changed with the originals.

  • "Little community" you say? I say I see enormous potential for something great! And of course I will have to learn to use the software before I attempt to make anything. I learned that lesson with Game Maker (those fuckers can DIIIIIIIIIIEEEEEEEEEE). The problem with game maker is that nobody gives a damn about 3d capabilities. No, they want to stick with their Pokemon and s**t fan games, that's fine with me. If they would stop recoding the thing and just focus on extending the 3D capabilities. Seriously!

    Anyway, yeah. I'll definitely be spreading the word about you guys, including adding a news post about you guys on my website, http://www.01chan.org

    ...

    Yes I'm a pathetic looser who owns a *chan. Don't worry though, the users who frequent it are cool. Just let me know if you don't want me to.

    One qestion though, this program does support full 3d, right?

    Welcome. But, sorry, the program doesn't support 3D at all, really. The most it has for 3D is the 3D box object, but that's all it displays... a box. I think somebody said they were working on a 3D plugin a little while ago, though.

  • You could probably just change the jump strength and gravity to something lower. That will make it jump slower, but since there's less gravity, it will also start falling later.

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  • when you get this to draw wire frame you should implement some perspective by calculating z depth from camera and making appropriate adjustments and i have a question, how are you so awesome? i m just thinking about all the sweet games i could make with this awwwwww, and shrinking the blue point to a pixel looks much nicer, maybe just subdivide your model 2-3 times for now, itl make the shape way more readable,

    I am just naturally awesome.

    Anyways, it appears that there's no real way to speed up wire-frame drawing. When you're having to loop through each vertex three times each each frame, it just gets bogged down. Perspective will hopefully happen at some point, but the math is really a pain in the butt and I'm having trouble with it at the moment.

  • After speed optimizing it, I'll throw the next challenge: make it so that it renders it with PERSPECTIVE >:D

    It's coming, as soon as I can figure up the distance between a vertex and the camera.

  • Peggle > This.

    It needed to be said, sorry. I doo like goo too.

    The Wii version can kiss my behind though.

    Umm... what's wrong with the Wii version?

  • You can use a global variable for the money. Those carry over to all layouts. To add one, go to the "Project" tab on the right and click on your application. Then, on the left, scroll down until you see the section called "Global Variables". You can add them from there.

    And about uploading, you'll have to upoad your game off site and then link to it. I suggest Willhostforfood.com. It's free and offers direct linking to the files.

    Hope that helps.

  • Thanks, everybody.

    Anyways, I managed to rig up a system of drawing lines to the proper vertices, but it's too slow at the moment for anything other than pre-rendering the lines on a button press(like, 1/10th of a FPS). I'm gonna try and speed it up, and probably post a new .CAP tonight.

  • Thanks, deadeye. Anyways, I've got it to where you can load 3D models that have been modified slightly. This version loads a 3D model of an X-Wing that my brother made:

    X-Wing 3D Viewer << Make sure you extract this!

    No wire-frame this time since I can't find a way to make lines drawn between the right points. I'm still working that.

    If anybody has a model they'd like to see in it, just send me a .3DS or .OBJ file and I'll convert it for loading.

  • Thanks for all of the comments, everybody. I've been working on improving it and making the method more normal, so I might post an update later.

    Lookin good! Now turn it into crysis

    I would if I could man, I would if I could.

  • Pretty good. But you definitely need to fix the thing where the balls always aim for the mouse, even after firing, which you mentioned. Otherwise, it seems to work well.

  • Using a bit of fancy math, I managed to come up with this method for creating wireframe 3D objects using vertices:

    3D Vertex Rotation << Use arrow keys to rotate cylinder.

    It works by giving each vertex a value for the distance to the center of the object, the angle to the center of the object(both angle and distance taken from top view), and then the depth of the vertex(or, more accurately, it's Y position in the model). These are all then taken and run through some fancy maths, along with the X rotation of the camera, and voila! You have a wonderful, rotatable wireframe 3D model.

    If anybody wants they can try and improve the wireframe drawing(currently vertices draw wires to every other vertex), or try and deform sprites to make faces.

    Hope everybody likes it.