QuaziGNRLnose's Forum Posts

  • set the scroll manually using events?

  • GeometriX

    Youll need touse one of these methods

    http://stackoverflow.com/questions/1588 ... del-loader

    I recommend the blender exporter. i dont want to get carried away with the number of importers so for now only .js is fully supported, ill leave it up to other programs to handle conversion.

    volcank

    Its easy to import obj, but you should convert all files to a specific json format as mentioned above. Its not at all too difficult. as for the questions about crosswalk, im not sure if itll work as i have only tested extensively in browsers, however since crosswalk is basically chrome, and the plugin runs on my nexus 5 in chrome for android, so i think it'll work just fine. Test it and see:

    Mobile Morph Demo (double tap for fullscreen)

    The performance will vary depending on how much your trying to do, but its definitely slower than 2D by virtue of being 3D with way more to do in regard to rendering. It shouldnt break leadbolt ads but i havent tested since i do not own the plugins. I'm unaware of how they implement advertisements either so i can't make a guess as to if they'll work. As long as they don't modify the DOM they should, and if they do you have options to use which should allow the ads to display anyway with a small amount of work. Also note it requires webgl so it cant work on every phone. It also cannot be minified yet either do to some difficulties i have yet to work out.

    Overall this plugin is geared towards native/desktop browsing. Phones poorly support webgl so i havent invested a great deal of effort into testing on them, although you can try running one of the demos on your mobile (morph mobile demo) to see what performance is like in simple projects. XDK should work though since this demo runs fine in chrome for android, ill have to test it but i have no time atm.

  • Its some bug with checked releases since i kinda used a hack to render transparency in the edittime, works fine in r-190 but i know whats causing it. Thanks!

  • u should use dependencies to load external libraries properly, its in the edittime file.

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  • Morph animation demo optimized for newer touch devices (runs smoothly in chrome on nexus 5)

    Mobile Morph Demo

  • Ashley

    Looks like FFs doing the same thing, perhaps its more of a chrome bug in this case (that would make things a lot easier to get fixed )?

  • looks like a similar bug FF/IE have with the position "Inside" mode using videototexture, ill re-upload with "infront" so it works on modern browsers properly. the white textures are a problem FF has with loading in assets, you'll need to refresh a couple of times to get rid of them.

    Thanks for the report though, i'll see if i can find a work around to the implementation issues FF has with webgl... In general chrome / nodewebkit is the browser that this plugin is doing it's best to support, since the others aren't really as good at keeping up with the standards required, they'll get better with time however.

    HOWEVER you did help me find a nice little bug with the loader that parses sprite-sheets, so i fixed that for next version.

  • Almost have morph target animations up and running for next release, here a new demo of them in action using some quake assets :

    Morph animation demo

  • you need to adjust the camera frustum width/height to change the "zoom", i'll add a change zoom feature though so its easier.

  • kmsravindra

    you need to set the recieve shadow property on them, and adjust the shadow map frustrum, turn on the debug for an idea. theres always caveats because the shadow mapping immitates real world behaviour to be fast but isnt raytracing anything.

    the ortho stuff isn't a bug, you're not understanding that an orthographic camera by definition wont have any observed effect if moved along the axis of "depth". its not only intended, its the only way an orthographic camera can work, or else it'd be perspective.

  • kmsravindra

    1) no actions with any object ever work with timescale and everytick / tickcount, it's not meant to, you need to use delta time values in your expressions.

    https://www.scirra.com/tutorials/67/del ... dependence

    2) theres multiple ways depending on what you're trying to achieve. See the (parenting actions example) you can place objects so that they rotate/scale/position/destroy with other objects ( they wont pick with it however, you need containers for that), you could also simply set position to another objects world coordinates.

  • not yet, however the physics example is very similar in that its a side scrolling example, where a top down would just have the camera oriented differently.

  • in that case you need to do some trig with the yaw angle to move only in the plane of choice, you could also make something top down in the editor, and use a behavior to move around in the x-y plane, but you'd need to change the way the camera controls/rotates from the example posted since it assumes that the y axis is the cameras up/down instead of the z axis which you'd use for a player in the x-y plane.

  • IE 11 supports it since a while, just upside down

  • directional lights have a target that you can move around and a position. the position moves around the "light" but it always casts towards the target.

    the .idlast stuff is the old picking system thats currently still used for lights. Im in the process of deprecating that system with subsequent updates but you shouldn't be creating many lights often (its slow) so its not too much of an annoyance for now. you use idLast to pick the last created object, be it a light usually, and then the plugin finds that object living in the scene by the unique id and allows you to effect it with actions in Q3DMaster. It's a low level system but it was simple to implement so its what i rolled out first to get Q3D up and running. Eventually there'll be a plugin similar to the stuff for model and point but for lights.

    EDIT: looks like you found a bug that was hiding when i changed three.js version, fixed in next build im gonna release, target needed an update which i didn't realize.