Yarfapet's Forum Posts

  • By all means post it

  • Sorry, my bad, I meant the object bar.

    You didn't have to delete MWall2s. The WWall2 was the problem. The instruction I gave were to replace it. Mind you, you are going to get error if a map or world object doesn't have a counterpart. Are you sure you deleted all the blue blocks?

    Anyway, I've fixed the cap. So just redownload it.

  • > It's a bug, easy fix though. Just delete the original (Had to click it on the tool bar or Construct would crash). Then make a clone of the other blocks, container it with the blue map blocks, paint the 3d one as you please, and you should be good.

    >

    > All you need to do to create new map pieces is create an object with a map family and one with a world family, set the world to destroy on startup ,and container them together and the rest will sort itself out.

    -------------------------------------------------------

    Any chance you could give a step by step on the above, I'm struggling to understand.

    Why do i have to clone the blocks? (is it because of the container)

    What do the blue map blocks do?

    (I have mentioned 2 things here, but i'm not 10o% sure about the rest!)

    <img src="smileys/smiley9.gif" border="0" align="middle" />

    You're cloning one of the other blocks just to save time. You could also just make a new one and apply the "world" family

    The map your looking at is an over head of the 3d world. Each of the blocks on the map represents one in the 3d world. The blue map blocks represent the blue 3d ones. If you alter the position or size of one, the 3d one will change accordingly. All the map blocks also have two PV's for the 3DHeight and 3DY. The latter being where the bottom of the block will be the later how high it extends upward.

    The map is calculated at 1/4 world space to save space. So a map block 16px wide would create a 3dblock 64px wide. This does not apply to the map objects's private variables,

  • It's a bug, easy fix though. Just delete the original (Had to click it on the tool bar or Construct would crash). Then make a clone of the other blocks, container it with the blue map blocks, paint the 3d one as you please, and you should be good.

    All you need to do to create new map pieces is create an object with a map family and one with a world family, set the world to destroy on startup ,and container them together and the rest will sort itself out.

    Edit: Cap should be fixed now.

  • Thanks for sharing his Yarfapet.

    Im gonna see if a can work how the math works. <img src="smileys/smiley4.gif" border="0" align="middle" />

    One thing i did get was an error message when i clicked on(selected) one of the 3d boxes(not during runtime)...but it doesnt crash, it just gives a warning?

    What did the warning say?

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  • Went ahead and posted the cap in my first post for those who are interested.

    Anyway this cap relies on a formula I'm not even completely sure how it works, but it does. The formula can be found here.

    Obviously, a few tweaks were made since this formula is meant to give the location of points, not objects with rotations; not mention the formula makes the center (0,0) instead of the top left. The formula for rotations was mostly guesswork, although it wasn't much different than it was for the single-axis-3dcameras that occasionaly permeate this board.

    I should mention,there's a bit of a bandaid coding with camera pitching. The camera actually starts pointed at the sky (Or is it the ground?), if you catch my drift. It was a bit easier to code that way.

    One of the big downsides to having a psudo-camera is that is makes rotating objects on a world basis with more than just yaw a huge challenge to implement with the tools construct offers. Since world rotations come before camera induced ones and construct is limited to a yaw-pitch-roll order of rotations, you can sanely do Yaw(Wld+Cam)-CamPitch, but not Pitch(Wld)+Yaw(Wld+Cam)+Pitch(Cam).

    Python and Speed

    Python has really been a timesaver, it's kinda nice being able to find and replace small parts of code without turning all of it into a warzone. The other great thing is that done right, it works with families, so I could possibly even make a formula and apply it to all 3d objects, sprites, and boxs, with only 3 lines of code.

    Although from what I've heard, behaviors and plugins are the faster and less intensive. So I would probably say that any large project would definitely need them, either that or real 3d camera support.

    chris, I would really like to see what inventive thing you cook up with this, and I would have no problem elaborating further on this and some other little experiments I've done if you're interested. <img src="smileys/smiley4.gif" border="0" align="middle">

  • I'm not aiming for anything in particular, I'm mainly trying to see how many resources this kinda construct game would consume*. As I mentioned, this exe uses python. I would like to also make another version of the exe that only uses events, then see if one performs better than the other.

    *Part of what I'm working is a 3d framework for games, so I guess you could say I'm aiming for something that's ultimately functional (60fps on a mid sized level), but also easy to edit. Once I get more of it done, I'll may post caps.

  • This is another little 3d experiment of mine. I had a bit of fun toying around in python and got this. However, I'm concerned with the speeds I'm getting, wondering if it's just my computer, Construct itself, the 3DBoxes themselves, python, or just my own bad programming killing speeds. Right now I'm doing 60-80fps, and taking away all but a few objects only yields about a 40fps gain.

    Anyway...link: dl.dropbox.com/u/10316081/Construct/3DEngTest/3DEngTest.rar

    Mouse angles camera

    WASD Movement

    QE   Elevation

    Edit: Would everyone be kind enough to tell me what kind of speeds they're getting?

    Edit 2: The cap, dl.dropbox.com/u/10316081/Construct/3DEngTest/Python3dtest.cap

    You will need lucid's mousemovv plugin

  • Thanks, that worked perfectly

  • When you use families in python, how do you make it acknowledge all families instead of just the first? I've already figured out you can make python use all instances of an object with "for n in range(Obj.Count): Obj[n]" but it'll only use the first family.

    I also did a bit of testing earlier with lucid's py picker plugin and found the instance numbers reset with each object in the family.

  • I posted this on the bug tracker a while ago, but never got a response. Does anyone know a work around for this/could this be fixed in a future build?

    dl.dropbox.com/u/10316081/custompushout.cap

    Thanks in advance

  • Thanks for the help, I got it working. Here's what I ended up using.

    Lerp(Stairs('StartH'), Stairs('EndH') ,(((Cos(Stairs.Angle)*(Camera.X-Stairs.X))+(Sin(Stairs.Angle)*(Camera.Y-Stairs.Y)))/Stairs.Width))

    Really similar to what Lucid posted except it used the wall distance formula I posted above (Meaning the stairs can be any angle), and didn't have to use gett because of that. And an exe showing what I was aiming for

  • Bud, let me tell you a little something. If you think people are just going to run around giving you completed games for you to salvage, you are in the wrong biz.

    As scidave said, your best bet is to look at tutorials and .caps (Source codes basically). A project I've been working on for a while (And have started over several times) was all started around a single example done by a use on this forum. And if you can't find anything on what you want:

    A. Ask questions about what you want (In pieces)

    B. Figure it out yourself

    C. Give up and try something else.

    Besides, as anyone who messed with game making could probably tell you, snatching "specific game mechanics" is actually bad idea, limits creative freedom. And step one, experiment and put some hard thought into what you really want to make. As for graphics and stuff, you don't need stuff specifically made for construct; if you can't find it, make it

    This is something I'm working on, as you'll notice, it's not even close to being done. Yet, because I know exactly what does what, I know what's missing and how to add to it.

    P.S.: Not giving you the source code for that. But if you

    look a bit, you'll find my inspirations.

  • I'm sorry, I probably should have clarified a bit more. First of all, this is for a 3D project that uses overhead maps for collisions. The height I'm referring is Y, but it's 3D Y. What I'm trying to figure out how to do is find the 3DY of any point on a ramp where one end is higher than the other, knowing the XYZ of both points and the angle between them. Obviously if you ran perpendicular to ramp you wouldn't be any higher or lower.

    I did figure out some of it last night. What I was first asking is this: if I had a wall facing at an angle, knew a point it intersected, and knew my location, how could I tell how far I was from it?

    (Cos(Wall.Angle)*(Player.X-Wall.X))+(Sin(Wall.Angle)*(Player.Y-Wall.Y))

    Same basic thing

    Thanks for your help

  • I'm not sure if I'm even using the right term for this (Probably not), but I wanted to know if it was possible to do this.

    With knowledge of the height at the Beginning(green) and End(red) points, the angle of the object, and that there will be a linear change in height across the object (As signified by the gradient). Could you calculate the height at any point on this object? If so, how

    <img src="http://dl.dropbox.com/u/10316081/Construct/picture1.png" border="0" />