QuaziGNRLnose's Forum Posts

  • retrieving values like that from a texture would be way to slow, since allot of gpu-cpu transfers would have to be done. you need to find a better method, like making you collision maps out of top down "slices" (sorta like what voxels are if you know what that is) for each height level up to 16 levels or something and use those for line of sight ect., this is if its ABSOLUTELY necessary to have a heightmap like this.

    you could also make a loader create an array of values based on height maps and retrieve those at runtime, but even that would probably be slow, and its alot more complicated than my method.

    think of alternatives to heightmaps. do you absolutely need to know smooth variations for your game to work. is the load it puts on the system worth using it? i dont know exactly what youre trying to do, but im guessing heightmaps isnt the way to go in a construct based approach.

  • very cool

    doesn't account for object ordering tho, stacked objects dont appear in reversed order as you would expect when "looking" into the other portal.

  • its a known bug, the devs havent gotten around to fixing it yet, if you really need it, try using 3d mesh distortion as a substitute, or use 98.9

  • try posting in the help forum, this isn't the place for threads like this

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  • [quote:22ebae1w]The overall user interface is weird.

    youre not used to it is all, seeing new things makes people think things are strange, but it makes alot of sense once you understand.

    [quote:22ebae1w]The lack of real scripting is a problem for me. I often use Construct for prototyping but in the end I end up making it work in flash/python/gm/c++

    you need to grasp the event system with better comprehension, the small amounts of actions for somethings doesnt mean anything. i get by perfectly using mostly expressions, loops, system expressions and pvs. if you can grasp all of those languages, you shouldn't have any trouble with event logic, which is 100x simpler. if youre excuse is that events are underpowered, thats a stupid reason. ive been able to make 3d engines, complicated IK solving systems, detailed editors and alot of other stuff using only events. this is coming from someone with 0 coding experience and who hasn't even learned trig yet at school.

    take some time to get used to construct. dip your toe into lil things before diving in.

  • dropbox seems to be down, as you can see alot of stuff hosted on it is down, even pictures ect.

  • This is a small simulation made by mostly by me, Davioware just made the sound and a few other tiny things. It's simulation about being at school. features my new 3d engine.

    <img src="http://dl.getdropbox.com/u/1010927/school.png">

    Download: http://dl.getdropbox.com/u/1010927/Atschool.zip

  • megaman 6, the easiest of the NES megamans.

    http://nintendo8.com/game/504/mega_man_6/

    try getting past flame man with only the mega buster...

  • http://dl.getdropbox.com/u/1010927/BOmb.cap

    first real 3d model built in construct

    posted a cap for the curious

  • Curious, how many objects to make up the box?

    8 points, for each vertex. and then attaching each of the 6 meshes for the faces, so only 14 objects, which are all instances of only 2 different sprites.

  • Though, I imagine trying to actually build anything in 3D more complicated than a box is gonna, well, but somewhat difficult.

    not exactly, building a box took me all but 2 minutes. ive already built a wireframe sphere, and when i come back from school im gonna make a texture wrapped sphere.

    and an even better thing about this 3d model is the faces can have animation, since they're simply sprites. the green plane and the crates faces are the same sprite object with a different anim frame.

    now building a model of mario or something would be difficult, but i bet someone could probably make a model loader/converter for .3ds or .obj files or wtv. but with the current system its still 100% possible

  • it really depends what you're trying to do.

    youd need to test if another object/point is within the value space of the object. theres no simple way to do it.

  • red axis is designed like that, since its the "root" axis no other axis effect it, its the most intuitive way to rotate the object IMO, since you can control its rotation in a very understandable manner (you rotate the blue axis which rotates up and down). the green axis is "roll" along the vector, so if you point it so that it faces straight down/up, it will be rotating around a vector that is essentially a Yaxis

    oh yah something which slipped by me is that the green axis seems to be rotating the wrong way, ill need to fix that later.

  • YEW HEARD M3

    <img src="http://dl.getdropbox.com/u/1010927/3d%20screenshot.png">

    screenshot for awesomeness.

    this is basically a bunch of math i had to figure out on my own for 3d rotations and offsetting, which can rotate points offset from an origin, around that origin in 3d space.

    you can then build any 3d shape you want (i made a box here for simplicities sake) out of faces made from sprite distorted sprites, attached to certain points ID values.

    lucid said he might include the math i came up with to make this into his new super pr0 awesome plugin, which means u fellas will be able to play with it too!

    download here: http://dl.getdropbox.com/u/1010927/3D%20Demo.exe

    controls are, click and drag to move box around in x and y, click and drag knobs on wheel sliders to control the different rotations and and move box along z. thats it folks!

  • there are variations, so everybodys right, just for different games.