QuaziGNRLnose's Forum Posts

  • I bought your plugin today and was testing it's features, but I'm having problems with getting the object matrix to work.

    By seeing Tiny Tank I guess you used the object matrix to do the skew on the tank parts. So I set a shear matrix and tried both the manual and auto update, but the object doesn't show any difference. Am I missing something?

    I tried a lot of different values and searched for an action or property to maybe enable the feature but couldn't find anything.

    You're correct, you should be able to use the matrix feature, all you have to do is set "Matrix Update Mode" to "Don't Auto Update" and then when you set the matrix manually you should see the result. I think you were mistakenly using "Update Object Matrix" after manually setting the matrix, which effectively wipes the custom settings you manually set with "set object matrix". "Update Object Matrix" is used to convert the objects current rotation/scale/position into the object matrix (these are actually different value than the matrix itself).

    TL:DR

    Turn off auto updating, set the matrix manually and you should see the results.

  • Everything required to load an object is explained in the example. It's possible the model you're exporting/importing is too big in your 3D editor, try scaling it down if its importing but not appearing. The update will make things easier with regards to this kind of stuff, so hold out a bit till then.

  • I just purchased the Q3D plugin. Do you think you could make the main project demo that you use available?

    It's way too messy to be of any use.

  • QuaziGNRLnose sorry if i bother you but its about a month after the release of the plugin and i dont see any tutorial/tutorials (cause 1 is never enough). i dont think it will take to you more than 5-10 hours to make a basic video tutorial and upload it. you make a great plugin you still develop it and update it and thats very good but at least speaking for myself i bought something that i cant use it.

    but if you spend all your time to update it and make proper tutorials please if someone here in the forum can make a tut it will be very good thing.

    Jayjay's reply was spot on, future updates will make things a lot easier, so i'm working on that instead of many tutorials. The 3 examples on the main page should give you at least a basic understanding of how to work the plugin, the rest is really just a lot of tinkering.

  • hes talking about predicting the output based on past states since the mersenne twister used by random() is 100% predictable if you have enough of its past states.

    http://www.cigital.com/papers/download/ ... mbling.php

    This isn't something that matters for most games where the random generator will be difficult to predict anyway. "shuffling" the deck multiple times with unpredictable different seeds would introduce enough randomness to prevent something like this from being a problem anyway.

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  • a simple verlet integration scheme with decaying energy would work to get an almost physically accurate "gravity" effect.

    you'll have to create a few instance variables, i put them in square brackets for clarity, i named the point which stuff moves towards point so its position would be point.x, point.y

    { for each object: }

    • set [tempx] to: self.x
    • set [tempy] to: self.y
    • set object position to:

    {

    >X: self.x+(self.x-lastx)*0.95+(point.x-self.x)*0.1

    >Y: self.y+(self.y-lasty)*0.95+(point.y-self.y)*0.1

    }

    • set [lastx] to: tempx
    • set [lasty] to: tempy

    you could also try something like:

    { for each object: }

    • set [dist] to: distance( self.x , self.y , point.x , point.y )
    • set [tempx] to: self.x
    • set [tempy] to: self.y
    • set object position to:

    {

    >X: self.x+(self.x-lastx)*0.95+(point.x-self.x)*1/dist

    >Y: self.y+(self.y-lasty)*0.95+(point.y-self.y)*1/dist

    }

    • set [lastx] to: tempx
    • set [lasty] to: tempy

    or something like:

    { for each object: }

    • set [dist] to: distance( self.x , self.y , point.x , point.y )
    • set [tempx] to: self.x
    • set [tempy] to: self.y
    • set object position to:

    {

    >X: self.x+(self.x-lastx)*0.95+(point.x-self.x)*2/(dist^2)

    >Y: self.y+(self.y-lasty)*0.95+(point.y-self.y)*2/(dist^2)

    }

    • set [lastx] to: tempx
    • set [lasty] to: tempy

    play with the constant multipliers that appear in these equations like *0.95, *0.1, *1, *2 to vary energy conservation, spring force, traction force, gravity strength respectively, try to do the same thing to the X Y equations or you'll get strange behavior.

  • i wont be around to check for the next 4-5 days, so i apologize if they go unanswered

  • Michaelb feel free to ask here

  • This only really matters for cheating if you're writing a casino game, or some game where predicting the RNG gives a significant advantage. It's hardly the most important part of most action based multiplayer games that probably will be made using construct. If you're making a game where you need such security, and need to fully understand where the security holes in your software lie you should already have knowledge to implement a CSRNG simply with the api in javascript, and no one could guess how it worked if you were the only one running host machines.

  • Any chance Google Cardboard can be supported? http://vr.chromeexperiments.com/

    multiple viewports/cameras are supported so you can already make it work.

  • > No, loading animations is not supported yet.

    >

    I like your answer "yet" so it should be possible in near future .. ?

    i plan for it to be available eventually, but i can't really say when.

  • QuaziGNRLnose May i suggest to release beta or dev updates for buyers? It's been a long time since the most of us bought this.

    Well i made a small update a week and a half after release, but im working on a bigger thing right now so i can't release it in a half finished state. It really depends what i'm working on, but whether its a small incremental feature or a big one i plan to update as soon as things are usable.

  • No, loading animations is not supported yet.

  • Node-webkit should be working, in fact it works better than any of the browsers (except possibly chrome), you have to disable "minify script" on export though, since minifying is not currently supported (this plugin uses loads of external dependencies and is a huge headache to make minifiable).

    EDIT: hmm, the previewing in nodewebkit works but not the export, not sure whats happening so ill have to investigate.

    EDIT 2: Looks like it might be a bug with the exporter too, i got exported node webkit to work but i'm getting some errors on export but not on preview, which is very strange. Everything might work if you export without minify, but this bug is a bit unsettling. seems related to custom functions declared as instanceProto (no idea why they're breaking only on export through nodewebkit but not preview though, Ashley might know)

  • It's hard to give an ETA as im still researching which method would be best for collision detection. I've implemented spatial hashing to speed up the collision testing but i only have support for axis aligned bounding boxes / spheres atm. I'm getting on implementing ellipsoids and perhaps a simple swept body collision response system, and in the future support for polygon soup tri meshes interacting with some colliders so terrain can be imported as a simple mesh. 3D collision detection requires a lot of planning so i want to make sure i do things as right as i can the first time around.

    These things do take time to get right, so i'm trying to do a good job rather than a rushed one.