purplemonkey's Forum Posts

  • I'm not sure if it's what you're looking for, but a pin behaviour seems to do the trick?

    Here's a quick CAPX for reference.

  • Is anyone else having trouble with exporting? Some of my Q3D projects work on export and some just don't..

  • purplemonkey Nope. It's impossible to do without a custom or event-based behavior. I had one person who was interested in doing this but it was never finished.

    Dang it, thanks for trying though! Ah well, I guess I have to implement some dank code instead..

  • Can ignore solids on specified object types, if possible.

    Hi Tokinsom, did you ever solve this issue in particular?

  • purplemonkey This is looking really wonderful!

    I peeped your dev log over at TIG and had a question: You mention not reusing art assets. Have you done any test exports with nw.js to see how it runs? Not doubting, just curious!

    Thank you!

    I answered a similar question on the Scirra forum back in April so I'll go ahead and quote my old self on this one. It's still working well like it did back in April, and we have tons of new assets, including a bunch of animations.

    Layouts are about 10k and we're using multiple effects covering the whole screen at all times. In regards to animations, right now we've got 2 characters always on screen with about 35 animations each (and growing). Current estimated image memory is about 200-350mb per layout.

    I have been trying to regularly optimize or at least not go overboard with different things but at the moment, this is all running in 1080p, 60fps on dedicated graphics and 40-50fps on my brothers Surface Pro 2, which has got an Intel HD4400 graphics card. I don't want to jinx anything but I'd say so far it seems possible.

    If you'd like to see more about the game itself you can find info, screens and videos at http://yondergame.com/.

    The videos do not show a whole 10k layout, since it's displayed in 1080p it's about 5-6 screen widths per layout.

    We are most definitely not just throwing in 10k width images in the layouts. What we do is draw the whole layout using separate software and then output it split into smaller images. But we try to be aware as much as possible of where and what we can optimize. For example, the foreground in our game is mostly blurred and so the foreground images were saved in 50% size and then doubled in size ones placed in C2. So it is best to always be aware of the parts that really need to be sharp and the ones that aren't as important.

  • > QuaziGNRLnose

    > Hi ya! Have you been able to work on the Q3D-plugin lately? And if so, what are you working on?

    > I would love a few new examples or better yet, implementation of things like working shaders, AO, DOF and so on.

    >

    hey wanted to ask you is there a way you can tell me the song name that u used in the example you shared around page 130 in this topic, i cant seem to find it on your example page in the developer console, seems u used an external link for it to load

    Hi ya! I had to do a little digging because I couldn't remember the site I found it on. Alas, it's a site called MUSOPEN and it's got a bunch of public domain and copyright free classical music. The piece in particular is Waltz in A minor, B. 150 (Frédéric Chopin, Performed by Aya Higuchi).

  • QuaziGNRLnose

    Hi ya! Have you been able to work on the Q3D-plugin lately? And if so, what are you working on?

    I would love a few new examples or better yet, implementation of things like working shaders, AO, DOF and so on.

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  • It's great to have news about Yonder. Looking forward to it

    Hey thanks! Yeah, I've been super bad at showing stuff, I made a devlog update about it on tigsource. Basically, we've been working hard and are planning on making a sassy trailer soon!

  • purplemonkey Yonder looks stunning! Really like your use of colour too.

    Thanks Ethan!

  • Recently implemented a hugging mechanic in our game, because why not.

    Click image for better quality

  • kmsravindra Yeah, I messed around with it a bit more just now and added collision checks and a rather iffy snap-to-grid. I fiddled a bit with stacking but I'm not sure of the best way to go about it.

    I 've updated the example ( you might have to delete cache or just refresh a couple of times to see the new HTML version) + capx file. This is unfortunately all the time I have for this particular project, so someone will have to continue to build upon the project if they want it to work well..

  • miketolsa Try again, it seems to work fine for me.

  • Okay, so I tried imitating that three.js voxel painter by using the RTS example provided by QuaziGNRLnose

    It went so-so, I don't really have the time right now to figure out an easy solution for the snap-to-grid mechanic nor stacking of object. But other than that, it's all there.

    Try it

    Download Capx

    (LMB to create a box and RMB to destroy it. Camera controls are WASD, hold MMB to rotate, hold RMB to move, mouse scroll to zoom in/out.)

  • purplemonkey Just set q3dsprites relative to a position in front of the view port.

    that way, the camera coords and rotation become the values you use for the sprites.

    if this doesnt make any sense i apologize ive been up all night (working with q3d matter-of-factly)

    Hmm, I want to use 3D object and not sprites, does this make a difference? I'm finding it a bit iffy to make a static UI with 3D objects that always follow the camera, even though it's rotating, always focusing on the player object as well as zooming in and out..

  • So, uh, what's the easiest way for a constant 3D GUI overlay? (I'm guessing I can't use 2D GUI methods)