UberLou's Forum Posts

  • rexrainbow Is there any way to get this to work with the Pin Behavior? I tried both effect and behavior modes and they don't seem to work.

    Edit: Nevermind...just figured it out. The behavior has to be added after the pin behavior. I had it before.

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  • Surprised no one has replied yet. This looks pretty awesome and I didnt notice any frame drops on my Surface Pro 4. Are you going to release this so we can experiement with it? Nice job man!

  • Thanks for answering my questions. One more came to mind... Can multiple babylon files be loaded at runtime? For example, can I have the player mesh in one babylon file and the level in another and then spawn the player into the level? Or would the player mesh\animations and level all have to exist in the same babylon file?

  • This plugin looks pretty awesome and I'm interested in buying, but I had a few questions first.

    1) Are shadows supported on lights and if so, is there a limit to the number of lights\shadows?

    2) Is Character Studio for 3D studio Max supported?

    3) Can you change the camera's FOV?

    4) How exactly are meshes loaded? Can I create a huge 3D asset warehouse, bring that into C2, then only load the meshes that I need at the time or will the whole scene file be loaded in?

    5) Can sprites be rendered over the top of the 3D canvas? Seems like it can based on the platformer text over the canvas, but I wanted to make sure.

    6) Is there a list of all the actions and events for each plugin?

    Thanks!

  • Thanks for the reply I understand the issue a little bit better now. So even if we could snap the collision polygon to exact numbers it still might not merge into one single collision box?

    I will try some other solutions to work around the problem for now.

  • I'm having a problem creating straight collision polygons. My problem is in the way my tile maps are designed, the collision polygon needs to cut through the center of the tile. This creates inaccurate collisions because the polygon line can never be perfectly straight.

    Here is a r239 capX showing the problem: http://www.louisferina.com/games/testCollision.capx There is a sprite with the platform behavior and a tilemap with the solid behavior. No events.

    • Jump into the right wall by holding right arrow and pressing up repeatedly. Do not let go of the right arrow while jumping. (Works as expected)
    • Jump into the left wall by holding left arrow and pressing up repeatedly. Do not let go of the left arrow while jumping. (Does not work as expected)

    Jumping against the left wall causes the sprite to hit the center tile collision polygon. It seems impossible to create an exact line where this would not happen. Jumping against the right wall works as expected because the border of the tile can be lined up perfectly.

    It seems like there needs to be either some leniency where the sprite does not hit a collision polygon that is smaller than a 0.5 pixel difference or a way to snap collision polygons to exact pixels.

    Is this a bug, an editor request or am I just missing something?

    Thanks for any help!

  • I have a surface pro 4 and unfortunately long press does not work. Even the pen right click doesn't work correctly. Other things like selecting objects and rotating or scaling are difficult because of the high DPI screen. Hoping this stuff gets updated with C3.

  • I second this request as I have the same workflow - lots of animation frames with big transparent areas. It would be great if there was a checkbox on the sprite properties "Trim transparent areas on export".

    As a workaround I just keep my images at the original size, then on final export I'll go in and crop every sprite manually.

  • Ok, I'll try that. I was worried about having multiple traces overwriting results. For instance having a laser constantly firing a trace and then a few enemies using trace for line of sight or firing instant bullets.

  • Would it be possible to turn this into a behavior so different objects can store different trace results? I'm not a programmer so I have no idea how difficult that would be.

  • rexrainbow Thanks for the reply!

  • [quote:18sy79w1]Using it in a large project is not recommended at this time

    This plugin is really useful. Will it be updated so that it can safely be used in large projects?

  • Why are all the examples someone looking at you straight on? Can this be used to make a platformer character? Cool tech anyway.

  • Just tested it out and looks like it works great. Thanks for fixing it!

  • Hi again Rex! I have another question about this plugin. I need to destroy an object that has the Light behavior if the object doesn't hit any obstacle. Whats strange is that destroying the object when the object.width=light.maxWidth actually returns max width when there is an object it should hit. I've put together a capx to show what I mean. In the capx, if you shoot (click the mouse) when youre just to the right of the thin line, the max width is around 287. However if you shoot a little to the left of the line, max width jumps to 500. 290-499 are never returned. Is this a bug or am I going about this the wrong way?

    Example: http://www.louisferina.com/games/Light.capx

    Thanks!