tulamide's Forum Posts

  • From composer to composer: I like your work a lot. Your bracing versatility is a great fun to listen to. Thanks for the demos.

  • >

    > > For the statement of UDK / Unity3D have a 3D Modeler, its not that true.

    > >

    > Who stated that?

    >

    There's some basic level building plugins and other character morphing plugins, but yeah to make a full on 3D character you are going to need to build it in a 3D package and import it into C2/Q3D.

    unless you want to build a object like the tiny tank out of primitives.

    Thanks, but that's not what I meant. Spax was talking about a statement. But I couldn't find any statement here, that was saying anything like that.

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  • For the statement of UDK / Unity3D have a 3D Modeler, its not that true.

    Who stated that?

  • Bl4ckSh33p

    I'm not sure why you want to avoid the canvas plugin? It's THE solution for things like this, and quite easy to implement.

  • QuaziGNRLnose

    Thanks for taking the time to reply!

    I never said it isn't useful. I said I couldn't classify it, so there you are arguing against someone else.

    I don't see why building a 3D game (or a partly 3D game) would be easier in the 2D game editor C2, when you have to first program your own 3D editor, as you stated? Isn't that what other 3D engines already offer?

    "making 3D html5 content, and there's really nothing else like it around"

    That's not true. For example, Unreal works very well in HTML5/WebGL. Or what about this one? But I agree that Construct's event system is more accessible.

    But enough of that. I said I couldn't classify it. Thanks to your answer I now can.

  • It's an impressive work that you've done, and I wish you all the success you can get!

    I just don't understand why? There are at dozens of free (and partly free) 3D engines out there, that do an even more impressive work. I don't think Q3D will or wants to compete with them. And C2 is a 2D game maker, optimized for 2D development. So everything 3D will have to overcome the 2D restrictions (I'm talking about the editor. What about 3D vectors, vector math, etc.). Doesn't seem to be really comfortable.

    But maybe there are enough customers that prefer limited 3D in a 2D game maker instead of unlimited 3D in a free 3D engine?

    Again, kill me, but I don't want to belittle your work. It's just so ... strange. I can't classify it.

  • Here is something quite interesting. I wonder if you, Ashley , already know about it? The interesting thing is that it does not improve on the gpu side but on the cpu side (which was about time!). 4x and more faster execution of HTML5 apps could also mean 4x and more faster C2

    https://software.intel.com/sites/billboard/article/simd-javascript-faster-html5-apps

    (I'm not as frequently active anymore, so if this has already been discussed before, I beg your pardon)

  • Aphrodite

    rijilks

    Thank you both

  • >

    > > ummmm bought the deal and have to download it...

    > > Strange, I had only Steam codes.

    >

    Humble only gives steam keys

    I was in doubt because of the words "have to download it". Did you have any troubles with the application?

  • Might be that it gets complicated. But I didn't have that feeling when creating it. The spline is a (bit more but basically) sum of n cubics. But I agree that for simpler tasks, such as ease in/ease out one cubic would do its job very well.

    Also I'd not be concerned about cpu load. As my example shows, and also Spriter, the calculations are fast enough to do them realtime without adding much.

    But extending the editor with curve editing would be the optimum.

  • Chaining multiple paths... not so much.

    Why not? I was able to do it in CC with the canvas that didn't have all the comfort features of ROJOs plug

  • do u have time to possibly convert this to capx ?

    I'm afraid it isn't possible, even if I'd love to.

    1) There seems to be no way to associate external sound files to C2 (web audio wouldn't mind, but there's no implementation)

    2) The analyzer gives you access to peak and rms, but there's (currently) no way to distinguish between left and right channel (or any other number of channels in the audio stream)

    If you read my tutorial about peak and rms, you will find there the .cap of dancer w/o the puppet part. Maybe it helps you

  • ummmm bought the deal and have to download it...

    Strange, I had only Steam codes.

  • Did anyone buy the humble bundle? I did, just for the fun of it. I don't know if it was worth the effort of installing via Steam. RPGMaker doesn't work when Steam is in offline mode, and after finally starting it, my first attempt was to change the tileset. Half an hour later I gave up and closed it. I doubt that I will start it again

  • I'm very sorry if I started a discussion about loop based apps. It wasn't my intention. I rather wanted to point out, that everyone should pay much more attention to music and sound in their games. It just isn't enough to throw together a few loops and call it a soundtrack. Maybe this eaxample makes it clearer what I mean:

    Imagine you're looking Star Wars in a cinema of your choice. Feels just right, doesn't it? And now imagine the same but without Williams' score and instead a few loops mixed together. Where's the connection to the film? Where are the unique recognizable themes, when using loops that thousands of other people also use?

    Music should be much more than just a quick tailored placeholder, just so that it isn't so quiet. You would wonder how much more success your game had if using explicitly composed music instead of well konwn loops.

    That doesn't mean loop based music wouldn't have its charme (I myself love doing remixes), it just isn't the right tool for games, where originality always wins. It isn't composing, it's editing/mixing what's already there. And that doesn't flatter the game. After all the work with high quality graphics, smooth animations and intense game logic a game deserves the same attention for the music!