QuaziGNRLnose's Forum Posts

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  • irina

    right now the plugin is for intermediate users, as you control very low level systems and it can be complicated to understand if you have no programming background. I'm working on an update to make it easier/more construct like and more documentation will be available once that's out.

    There's no try before you buy at the moment, as I don't know how I could implement this, but the list of available actions are available on the front page.

  • Awesome thanks!

  • Ashley, i was wondering about why transparent backgrounds / "alpha canvas" is disabled in nodewebkit, specifically around line 329 in preview.js right before the renderer is created. I understand that alpha "doesn't work in nodewebkit", but my plugin, and perhaps others in the future, need to modify the z-index of the construct canvas to use it as a 2D overlay. I enabled alpha canvas for nodewebkit by disabling the flag, and truly nothing changes except the fact i can then use the construct 2 canvas as an overlay within node-webkit. It's an anti-feature to the node-webkit exporter to disable it this way, and right now the only way around it is for me to tell users they have to disable it for a particular basic option of my plugin to work in tandem with construct 2 in node-webkit.

  • You could use the "inside mode" and set the background alpha to 0, that way anything behind the Q3D object would be visible, and anything above would be visible. Inside mode however is buggy on some browsers (i can't fix the fact they dont support video to texture properly). The better option is to use the behind mode, set layer transparent to on so you can see the Q3D canvas below the layer, and make your "parallax background" a Q3D object or textured Q3D plane far in the background, which is how a 3D platformer like Trine is doing it in the first place. With Behind mode you can't show construct content behind the Q3D canvas, but you don't really have to, and this will work on all platforms without the overhead of video to texture.

  • GameThirsty

    You can choose the x,y,z axis to be whatever you want. It's easier to make X and Y the floor so that you can lay out the map top down in the construct editor, and can use behaviors to move around the floor.

  • it's gonna be easier with the helper functions in the new plugin, but you're essentially right. Position the camera at the sprites x,y position with some z offset above what you make the floor plane for the "height" every tick, and then move the sprite around however you'd like. Using custom movement makes it easy to implement strafe etc. cause you can accelerate things at angles.

  • I'm in the end stages of working on it, but it's still not ready. I've been working on it as much as I can, but it's complicated and i don't want to release something buggy / poorly made.

  • I've put together a little example that i made using the new plugins in the update in 14 events. It demonstrates the spatial hashing system used for collisions, object parenting actions, and serves as a neat little benchmark for how collisions are managed for moving objects testing against N moving objects. Click to spawn a bunch of boxes. The button in the bottom corner shows visually the sparse spatial hash being built/modified as objects move around.

    Link

  • GameThirsty, yes exactly, you'd set the position of some player positions head. An easy way to do it would be to use the custom movement plugin and layout a map in the layout editor. perhaps make a topic in the how do i section on the forum instead of posting here, so people wont have to go through 40 pages to find out how to do it. you'd want to move the player at the planar angle of the camera when the forward/backwards keys are pressed, and 90 degrees to the planar angle of the camera when the left/right keys are pressed. It'd probably be easiest to make the X-Y plane your floor.

  • The ept_section property flag isn't in the list of flags for SDK section on properties, so i missed it completely until now. It should be added so people know about it as it's a useful feature for organizing things.

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  • GameThirsty

    You should be rotating the camera based on how much the mouse has moved. You'll run into a problem with the mouse hitting the edge of the screen however, so you'll need the MouseLock Plugin by TiAm : MouseLock Plugin

    then fill out the expressions like so and thats it !

    you can replace the /2 with *0.5 or any sensitivity scaling value to control the sensitivity of your fps controls. oh and thats meant to work for a game where the floor is the x-z plane and the positive y axis is down. The way you set things up initially is important. Also its a good idea to clamp the value or the camera can over rotate and things get flipped. That should get you started though.

  • GameThirsty

    first person view has always been possible. You have to control the camera position/rotation, there's not much more to it than that, its not the type of thing that would be part of an update. place the camera where your characters head would be and make it look towards the point you want to look towards.

  • thanks I missed that!