QuaziGNRLnose's Forum Posts

  • techjunkie

    I don't think Q3D can really work in strict mode, it's a big architectural change and frankly Q3D wasn't designed to use it. Im not sure why cordova has that issue, it may be some weird setting that has to be changed somewhere.

  • Sam mortimer

    Try playing with the properties of Q3D Master, look at the description text and see if any of those help fix the issue.

  • Someone have an idea why my game don't work when I export it.

    I have just a black screen ..

    I tried on the 200 , 221 and the 226

    Make sure minify is disabled, this plugin uses a lot of special global states to communicate between objects which construct 2's minifying process prevents from working because it renames everything. If you want to reduce your code size afterwards you can run the JS files through a less severe minification process that removes whitespace.

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  • Zebbi

    You can lay things out in the layout editor from a top down/side view. Generally I recommend you do it with sprites and have those call functions to build your map out of objects at start of layout though. Sadly the construct 2 SDK is limited for the editor, so I could only make it simple where you are looking at the map from the positive Z axis towards the negative Z axis, and get a proxy of what you're doing from rough images of the bounding box/sphere rather than an actual rendering.

  • purplemonkey, thats weird, ill look into it.

  • Hehe thanks tulamide!

    We admittedly worked on the game on and off over the 5 years it was in development, but in the end all that time lead to us making it a really unique and giant game, that were EXTREMELY proud of as our first real "complete" game. We took breaks when we felt we had no good ideas or ran out of momentum, but always came back literally building a world that grew higher and higher. We wanted the game to blow people away, and our reviews so far have been so overwhelmingly positive and amazing. Even if the game never becomes a huge commercial success i have to say its a game im proud to have spent all that time on. Ive heard people call it their "favourite game", so that alone makes me feel tremendously moved that our work had a profound effect like that on someone, even if its only been a handful of people.

    Im really proud of that review, when i first read it i was so excited about how well the reviewer captured the essence of what our game feels like as an experience, and glad the experience was exactly the one we had tried to create!

    Its amazing how far we took the game using construct classic, the number of hacks it uses to get things to work is crazy (it supports splitscreen.. For up to 25 players), and even though we regret not using a more port-friendly engine we acknowledge the game probably would have never existed without construct! So im also very grateful to Ashley and the original other members of Scirra like davo and tom who worked on CC.

  • Polygallon

    slopes aren't a bad idea, but adding a collision shape to the physics engine is actually *VERY* complicated and something I'm not sure I could figure out anytime soon (adding cylinders was a huge pain, and they're actually a simple shape compared to a ramp) Its not something you could do just by knowing javascript. You could just create sprite dummies in the layout that create the proper sloped boxes when they're created, and then get destroyed, instead of filling out tables(?).

    Something like this?

  • Polygallon

    Collision support is about as developed as it will get, I don't see any extra primitives being implemented for performance reasons. Collision "meshes" are too computationally expensive in JS, and wouldn't really be viable in a game. Already the collision system is difficult to get good performance out of, and it's pretty highly optimized with spatial hashing.

    You can get away with compound objects if you need more complicated collision structures, but you'll have to set it up in construct for the regular colliders. The oimo behaviour however does support compound structures you can setup through events, although it can be pretty tricky to work out positioning the pieces at first. I've gotten chairs and tables and stuff to be built this way, and the capsule collider is actually a compound object as well!

    In my latest build i've made small additions to the oimo behaviour so that you can check and retrieve information about the contacts / collisions, they should help if you need to retrieve things like penetration depth and normal etc.

    Thanks for pointing out the color thing! must have slipped past me. three.js and construct use inverted RGB hex representations or something so this can annoyingly happen if i haven't explicitly fixed it. It used to be that ALL color setting actions had that issue.

  • Prominent

    Okay, I think I fixed it (hopefully without breaking anything else)

    Thanks for the example!

  • you need to export using the blender exporter from (https://github.com/mrdoob/three.js/releases/tag/r71) this version of three.js. I don't know what "export option on the internet" you're talking about.

    There's a few example models you can test out animation on (marine_anims.js) in that zip file. Just add a Q3D Model, load a model with skeletal animations, apply the skeletal animation behaviour, and add a Q3D Bone object to the layout. YOU need to add a Q3D bone object or it wont work. Skeletal animation is complicated and slow in javascript because of the cpu load involved, so morph animation is preferred if you actually want your game to run fast or if you want lots of animated elements.

  • kmsravindra

    Instead of using rgbaAT you could just have a cosmetic image and deduce the color by the function that generated it at that x / y

  • read the error report... did you add a Q3D bone to the project?

  • Prominent

    Hey, I was just wondering if you could send me an example capx of offsets being reapplied for a global object. I can't seem to reproduce the bug. Maybe I already fixed it a long time ago, but I can't remember. It's possible i'm just not doing things correctly to get the bug.

    I'm not really sure it's a good idea to mix global stuff with Q3D though, because it's already got to do a lot of hacky stuff with global states to properly interface objects inside of construct (the sdk doesn't like plugins communicating, so I have to use workarounds that probably have edge cases I haven't thought of). I'm uncertain of the stability and haven't extensively tested global stuff. If you are using it and run into bugs please try to report them with an example, i'll do my best to fix them!

  • Who hates nintendo? they're generally the least hated out of all the major players because they have a focus on quality and tend to not ship garbage. Wii U gets a lot of flak for lacking third party games, but really it's a moot point since the games you'd want a Wii U for are all very polished and fun. It's not a "fifa and cod" console so it doesn't sell to the lowest common denominator of gamers, which is a big part of why it has lower sales. Sales don't really reflect quality though... Candy Crush makes more money than nintendo as a whole annually, i wouldn't say Candy Crush is a better product than all nintendo content combined because of it though.

  • the only issue might arise if you're mixing dt stuff with non-dt stuff (behaviours are usually made to work with time delta). If you don't use any dt stuff in your game, the only change is your game will "slowdown" instead of become choppy at low framerates. Slow down is usually preferable IMO, but depending on what kind of game you're making having dt might be important. It's kind of unnecessary and can be game breaking in a lot of cases though.