Prominent's Forum Posts

  • Can anyone explain to me how to create multiple scenes, pick them, add objects to a specific scene and render them manually? I'm looking to render one scene over another.

  • Maybe I can manage without such features. I'll just need to separate all my transparent bits off of the level and I'll have to create sprites out of them. Kind of a pain though.

    EDIT :

    BUG.. cropping the sprite causes the hotspot to be off-center. There's no way to reposition the hotspot/center, so the object looks incorrecly positioned in editor.

  • Also need a way to choose which scene to put the objects in.

    There doesn't appear to be a way to clear the renderer manually. Also, when rendering a scene, it appears to clear it as well, which makes it impossible to render two scenes?..

  • Okay, so apparently sprite objects are rendered last, and they can't be visible behind transparent materials. This makes using sprite objects useless without the ability to control the rendering.

    I need to know how to control rendering with multiple scenes. Manually rendering each scene and clearing the depth buffer manually, manually clearing the scene..

  • There's an issue with z-ordering. q3dSprites that are behind q3dmodels with transparency won't be shown through the transparent sections. So it looks like sprites are getting cut off or hidden.

    How do I fix this?

  • Okay new version has been approved and is now available!

  • nice work! I like those types of mechanics.

  • R0J0hound , Thanks! that seems to help. The positions are more synced now, so now my events are working more like how I expect them to. I'll let you know if I run into any side-effects.

  • R0J0hound , I managed to create a behavior to get nearest polygon point coordinates. The problem I have now is that it isn't correct position if it is retrieved during on post collision in the chipmunk behavior. If I have an object rotating and moving the coordinate is off (maybe it is from the previous game cycle?)..

    Any suggestions on how to apply the correct offsets to get the correct position when a collision happens?

  • Or maybe I'll try making my own behavior that checks the polygon in sprites..

    Do you know where that data is kept?

  • R0J0hound , ah yea I suppose I could do it that way. I was hoping for something simpler since the objects already have verts to create the shapes. There's no way to access that without editing the plugin or writing my own. I was looking through the runtime and it was a bit confusing, and don't feel like messing with it..

    The sprite already has ability to get x,y of the imagepoints, so I could create imagepoints at every corner and cycle through them checking the distances to find the nearest one, but it gets difficult to manage if objects have different numbers of imagepoints and imagepoints that shouldn't be checked- just thought I'd ask in-case there was something I was overlooking.

    Maybe I'll look at the runtime again and see if I can make sense of it.

  • Is there a way to find the nearest corner of an object? I know there is the nearest point on object event, but that can return points that are between corners. I need a way to get the position of nearest corner/vertex.

  • If I change my windows theme to windows vista basic, then it is visible. When I use windows aero theme, it is invisible. Strange though, since it worked in the past with that theme.

  • Found a bug (edit: okay nevermind it isn't a bug):

    http://www.filedropper.com/hittinglinebug

    The sprites falling should all turn green, but only one does (because it overlaps the corner??).

    I want to query first hitting line for all the falling objects to know when another object is beneath them. Seems as if this doesn't work as expected.

    edit: on further analysis, it appears that it only triggers when the line is entering the object. It doesn't trigger if the line begins within the object.

    Is there a way to check if a point resides within an object? , then I could use that along with the line check.

    edit2: okay I found a way to solve it. I used two more short lines pointing down at the corners.

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  • this seem to be more of a gfx card issue what graphics card do you have and is it up-to-date with drivers

    It was working before. Why would it stop working if it was a graphics card issue?