QuaziGNRLnose's Forum Posts

  • it's dependent on your rate of deceleration, current speed, and distance to target.

    you haven't given enough information as to how exactly you want this to work, is the deceleration something that can change with time? that makes things much more complicated, and would necessitate some kind of PID loop to make an estimation of how to alter the velocity. If your deceleration is constant its simple algebra.

    for the pid loop you'd have to alter velocity based on the current speed and distance to target and some value to control sensitivity. You'd need to carefully tune things not to overshoot. If you know deceleration will be constant for the entirety of the stopping motion you just need to solve using an appropriate kinematic equation, depending on how far you want to move before stopping / what constant rate you wish to decelerate. in each of these cases you'd need to do different things. If you had a specified stopping rate you'd need to find at what distance to begin decelerating. if you wanted to stop at a particular point from any distance to target you'd need to solve at that instant what constant rate to decelerate at until velocity is zero and the target has been reached.

  • set its position to scrollx and scrolly

  • your best bet is to write some kind of macro using software that can take control of the mouse/keyboard (Autohotkey would maybe be a good start, though im not sure to what extent it matches the flexibility you require). Construct 2 isn't geared towards intensely automated version control so there really isn't a way to "compile" (at least officially supported) via command line like you could do with some programming languages, but it shouldn't be hard to write a macro that launches Construct 2, clicks through the menus, exports and does everything you need at the execution of a single command. The only shortfall of this method would maybe be it failing to work on different screen sizes or something but if you're doing it from one machine it wouldn't be a problem.

    I think you could even create a simple gui with autohotkey to tie everything together into some "compile program".

  • not sure if this is exactly what you want but usually least squares refers to fitting a line/function to a dataset, which doesn't really match your request.

    I think what you're after is more like the center of mass (c.o.m.), which is given by the relationship (positions are vectors, so you'd need to do this for x and y seperately)

    (total mass) * (position vector of c.o.m.) = mass1*position1+mass2*position2+....massN*positionN

    you can solve for the center of mass (c.o.m.) position by dividing the right hand side by the total mass. masses act as your "weighting" and theres no reason you can't give them a negative value, although the effect may be different than what you're looking for, i'm not sure how else you'd define the effect of a negative weighting in something like this.

  • Ribis,

    There are some limitations with using some behaviours, but for the most part they work, except obviously since theyre coded for 2D they only work in the xy plane. I havent built a 3D mark style test yet, but thats a good idea. For now you can look at some three.js examples to understand the performance the rendering engine gets though (in a way my modifications to the engine handle unique objects better than how vanilla three.js does in terms of memory and cpu use per frame, since matrix updates are triggered as needed rather than constantly, and i have an efficient geometry sharing system). In terms of this being a JavaScript engine and each object being unique, the performance is as good as it can be. Ive implemented many optimizations, and users can choose to share materials/textures between types for added performance. Users can also set the scale of the collision hashing grid to tweak it to the needs of their game.

    Effects cannot be used on the models, but they have their own custom blend modes that can be specified (available blending options). Custom fragment shaders/vertex shaders will come eventually. Multiplayer works but you may have to use variables since the positioning of objects is designed for 2D with that plugin.

  • kmsravindra

    Timescale works based on how you write your expressions, it has nothing to do with the plugin. There is something wrong with your events. Read the article and try to understand how to apply timedelta to your expressions. It wont automatically work just because you changed timescale without changing anything else.

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  • Ribis

    At present, you have a few options.

    You can mock-up the level in the layout editor using Q3D Model objects, but you need to do this in "2D", so either top down or side-scroller style, this is how i did it in my tank demo. It gets confusing if you have multiple elevation changes though, but it still works relatively simply. You can also do it manually at start of layout as you suggest. I'm hoping to eventually improve upon this situation in future updates, to make level design a bit easier.

  • kmsravindra

    Use "time" or timedelta and set the global timescale to 0 to pause, 1 to play.

  • Awesome! I made a space elevator simulation as a project for my astrophysics class in open gl once, took me weeks to figure out drawing/rendering, great to see how easily the plugin made it for you and glad I could be of help .

    If your export is not working in IOS 8.0 ill try to sort it out in the plugin as best i can, but it should since it runs in a browser on newer I-phones.

    how are you drawing the rings? using a cylinder+wireframe like in my example? just curious

  • How are you exporting? Did u turn off minification? I never got that error once and theres no reason the plugin should do anything on exporting different than a sprite or something. What are exact steps to replicate, c2 version etc. seems like a c2 bug.

  • kmsravindra

    Why couldn't you get it working? your model probably had no UVs.

  • is your material double sided? is your camera within the sphere? other than that it should work, unless you're not waiting for the image to load. You can use the loadstatus expression of Q3D master = 1 in a system compare with a trigger once to create the texture/mesh once everything is loaded.

    Heres an example: Simple Manual Texture Loading

    It'd be easier to do this with a Q3D model of a sphere, with the emissive value at rgb(255,255,255) and the diffuse color at rgb(0,0,0) and a shininess of 1. Handling the loading yourself is unnecessary in most circumstances, and complicates whats simple using the new plugins. You can emulate all the features of a "mesh basic" material using the material properties available, or you could even just do it by exporting your sphere model and editing the .js file to automatically load a filename, then using model materials : yes. Either way will work without you needing to explicitly manage loading.

  • brunosxs

    the "artifacts" are simply Z fighting effects you're getting because the shaded debug object is coincident with your box model. to eliminate them u need to set collider debug to "false" in the model settings, so that the grey debug doesn't show.

    The viewport plugin is mainly for setting up splitscreen games, it creates a sub-window the size of the viewport relative to the initial window's dotted line in the layout editor. It renders the viewport in the z order specified, using the specified camera and scene. it's useful for making UI's aswell if you have scenes with transparent backgrounds you wish to layer above other viewports. you can also use it for picking using absolute mouse coordinates like in the Raycasting / 2D physics examples, as it does the nasty conversion of the position to a camera projected ray for you.

    you can definitely convert 2D coordinates to 3D coordinates and vice versa, but you'll need to understand the math. The default camera starts in a z position that corresponds perfectly 1:1 with the layout unless you're in crop mode, so you'll only have to change it's x/y coordinates to that of the games scroll x/y if you want to use it to make a background for example.

  • Joannesalfa

    Set the emissive value to 255,255,255 the shininess to 1 and set diffuse color to black, also set it to render on backside. You must do this in an "on model created" or after youre sure the skybox has a model created. if its still black your camera frustum is probably too short so make your box smaller or make your camera have a farther "far" value in frustum settings.

  • Model Materials is only for when you want to load the materials out of the file, if you're specifying textures within the animations "model materials : yes" will ignore them. You may not be exporting your model correctly / uvs might be broken. i can't tell you more without seeing the model file.

    EDIT, followed steps you took and there are no uvs generated for that model, seems to be your problem. If you have no UVs texturing the object results in it not being visible as there is nowhere for the texture to be applied to. Open up the file in a text editor and you will probably see somewhere "uvs" : [], which means there are none associated with the vertices.

    In any case, this model is a bunch of spheres with materials designed to be rendered from within blender. You should just create a sphere in blender and texture it yourself, it'd be easier.