RadioMars's Forum Posts

  • Hello! I bought your plugin some time ago and I like it a lot, but there is a minor thing I want to ask. How to remove a link on weebe.nl in shared message. I would not want people to get confused. Thanks.

  • Hello! I was thinking about skeletal animation on mobile. The thing is my characters are pretty much consist of non-bending elements. So what if I use skeletal animation and just parrent my objects to bones? Will it give me an advantage in performance? Which kind of animation is more suitable for my scene, that always contains 8 animated characters. I would really like to know if I'm going the right way. Thanks!

  • Nice job, and great to see construct getting interaction with such things. I wish someone could come up with LIFX plugin.

  • Wow! I'm surprised there is so little interest in this topic. I'm currently trying to understand, how this kind of generation works. I wonder, how you add something like a large overlay mask, that would modify the tiles, so we could have some kind of biome system.

  • Got it. Thanks for answering. Will saving state be included in future updates? If so, I would rather focus on other aspects of my game.

  • I see. So does excluding with "no save" behavior works? I mean, if I use some proxy 2d objects on a scene, then save state, with q3d objects excluded, and upon loading recreate q3d objects, using 2d proxies?

  • Hello! I have a problem here.

    I'm adding a save system to my game, but when I try to save, or load, I get an error:

    http://i.imgur.com/cYyS0qL.png

    Here's a simple capx, that represents the problem

    https://dl.dropboxusercontent.com/u/546 ... e_bug.capx

    Any help with that?

  • 1. By default Q3D shares textures per object type (i.e. If you have a q3dmodel called object1 in construct, all object1 instances share the texture in gpu memory, but if you also have object2 with the same texture, its instatiate in memory. If you really need to share textures in gpu memory, q3dmaster has texture creation actions, and q3dmodel has a special "use texture from q3dmaster" action in advanced x stuff all the way at the bottom of the add action list.

    2. You can use lightmaps with primary uvs to have two seperate "diffuse map" channels. You will definitely be able to do it with some colour replace shader when shaders are working properly, but itd require copying the existing phong/basic/lambert shaders first.

    Thanks for reply! It's much more clear for me now. Can't wait for shaders and bone animations!

  • Hello! I have some questions:

    1. I want to use the same texture on different 3d objects. Is this possible? Ideally I would just use an atlas texture, and map everything I have onto it. I think construct uses some kind of automatic optimisation, but i'm not sure. Do I just add the same texture file on every model, or is there a way, or need to optimise?

    2. I want to make an option to change texture colors. For example, I want to make a texture with a stripe on a background. Then I want to change colors of stripe, and background separetly, so I can have different combinations. Is this currently possible? Will I be able to do it with upcoming shaders?

    Oh and thanks a lot for this plugin. Looking forward for new features!

  • Already did. Noone has any clue, but in case anyone has the same issue:

    I was able to resolve the problem by deleting the head from every animation. After that i just assigned the very same sprite to the bone again, and it worked.

  • Problem Description

    A single sprite in the Spriter animation seems to have a shader effect of some sort, but the shader itself is nowhere to be seen. Animtaion is ok, but this effect just appeared from nowhere upon starting project. The scene is clean and nothing but importing an .scml file(and .scon too) was done. Please help me on this one. Thanks in advance.

    Capx

    https://www.dropbox.com/s/gcrt1nd16dam2 ... .capx?dl=0

    Description of Capx

    As I said, this does nothing. except there might be some settings I am now aware of, which is hardly true.

    Observed Result

    The head becomes white. I also tried this with different sprites

    Expected Result

    the head should not be white

    Affected Browsers

      everything with webgl

    Operating System and Service Pack

    Same on windows 7 and 8

    Construct 2 Version ID

    178

    Edit:

    I was able to solve this problem by assigning another object to head bone, and then removing it. I still don't know what caused this issue.

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  • Hello!

    I use point sampling with low resolution in my project, to make it look retro. For some elements i need a 9patch, but i noticed that it's corners apears to be always smoothed, as if i used linear sampling. It hapens only when rendering with webgl, but i do need webgl for some pixel shaders like replace color. can this be worked around?

    Thanks!

  • oh man directx was not installed. fixed now. my bad

  • Hi all!

    Here's the problem. I want to make an exe so all webgl effects are used. I tested my project on my tablet pc, and in browser everything works fine, but slow. So i decided to export with node-webkit, but when i run exe on tablet pc the renderer turns out to be canvas2d. It's webgl on my main pc though.

    tablet is Asus ep 121 with win8, and on pc win7 is installed. please help!