Zebbi's Forum Posts

  • Here's a new tutorial showing how to make a menu that has namable save/load slots, might need some tidying but the idea is there: https://www.scirra.com/tutorials/5016/msaveload-mflashymenu-typeable-saveload-menu

  • PixelMonkey fancy trying a Mario behaviour? 😄 Nothing could be as tricky as sonic but would be fun to have cape Mario/floating Mario/mini and super Mario switchable movements

  • I just made an app that runs near (if not) 60 fps, just fyi:

    A sample made with Intel XDK (to test the framerate, etc.):

    https://play.google.com/store/apps/deta ... xingroyale

    Is that after the recent xdk update?

  • really whats wrong with cocoon.io !?!?!?!??!!?!

    Nothing much, I get 60fps using physics (chipmunk) everyTicks and a couple of loops.

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  • There's a new fake 3D events system for fusion 2 using a quad plugin that has the whole engine as about 950 events wrapped up into a group (ie: separate events sheet) which looks more or less like what you've done here, in theory, the whole engine COULD be made in an events sheet and not rely on a plugin, updates could be made simply by updating the sheet and parameters could be set using instance variables. A suggestion for anyone willing to take up the challenge (smarter and more patient than I am)

  • Zebbi,

    Here's something simple. I barely spent any time on it, so there is a lot that could be improved or taken further depending on what exactly you want to do with it.

    capx file here: http://1drv.ms/1SDlYoY

    Thanks for that example, so have you use trial and error to place the collision tiles or was it exported from croc3d?

  • There's a document Quazi linked to somewhere in this thread that outlines basic stuff to get started.

    Found it, the manual is very focused on objects and shading, etc, should I use the Q3D raycaster plugin or something to display sprites/tiles in 3D? That's another point, can you render tilemaps in 3D space? That would be very useful for creating levels using just the editor. Here's an example of making levels for Rise of the Triad:

    Very very simple tiles given heights, this is the kind of thing I'm trying to do.

  • Yeah, If I understand you correctly, Zebbi, that shouldn't be that difficult.

    You'd basically position them in the editor, assign a Z position in the properties window, and using a camera that looks along the x/y axis so that z becomes down/up.

    That sounds great that it's do-able, but I'm uncertain where to even begin with this plugin! :/

  • I'd need an illustration of it to understand the desired effect you're going for.

    You can give sprites a z position, which would position it closer or farther from the camera, for example.

    Can you design a level in top down mode using just the layout editor using sprites and assigning heights to them then converting their x and y positions into distances, mode7 style?

  • For what? an in-game map-editor?

    You'd need a way to move through it, and a way to target locations within it, along with what sort of pieces to add/remove. Ways of modifying those pieces, etc.

    All of it would need to be stored, such as positions of the pieces, and directions, etc. You can export the data to its own file, then create some events to read it all back in when loading a map.

    It's a lot of work- so I'm not sure how basic it will be.

    Well, I was hoping to just position some items on the construct editor, can this plugin be used to add height to 2d objects and render it accordingly?

  • Anyone got any real basic ideas on this?

  • Still present in the new version of C2.

  • > Does this mean you can make 3d games easily?

    >

    It's not all that optimal at the moment since the C2 editor doesn't support 3D. However because most of the basic 3D features are working properly and the fact that you can use the visual scripting of C2 that you normally would, I'd say it's pretty easy to make 3D games in general with this plugin. We just need more support and more features!

    I would be happy just to have an example of being able to design a 3d game in 3d mode, like they did pre-1996, unfortunately I'm not smart enough to figure it out myself and the examples are mostly just tech demos. A mode7 approach to designing with this plugin, due to the 2d nature of C2, would more than likely be the easiest way of working.

  • I'd still like to do a side-by-side with cocoon to see if it worths jumping through the hoops again for XDK.

  • Does the new xdk outperform cocoon yet?