QuaziGNRLnose's Recent Forum Activity

  • You mean you want to project it from screen space into the 3D world right? The Q3D viewport objects castRay is your best bet like in the physics example.

    you can test against invisible objects i think, so you just need to put invisible collider geometry and use a raycast. Alternatively (this is a bit faster cpu wise) you could use a bit of math but it's kinda complicated and annoying.

  • I also just recently had to fix a new problem where my code wasn't working anymore in export because i had comments on a single line using /*comment*/. i'm just guessing that it had something to do with the /**PREVIEWONLY**/ style compiler instructions.

    I'm not sure how i'm supposed to debug when its specifically exports causing me trouble, and everything works fine in preview. I wouldn't expect anything to change so vastly

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  • Code doesn't work with the minifier, but i'm not running the minifier so i'd expect behaviour to be identical to preview. It's my own plugin yes.

    As an example I have specific functions in Acts.prototype, like Acts.prototype.foo, and Acts.prototype.bar .

    to test i made an event in a blank project with my plugin like "on key z pressed : alert something" and that causes the following js code to execute:

    alert(Acts.prototype.foo)

    alert(Acts.prototype.bar)

    in preview:

    the first alert returns the contents of a function as expected.

    the second alert returns the contents of a function as expected.

    in export:

    the first alert returns the contents of a function as expected.

    the second alert returns undefined.

    if i attempt to run the action which returns undefined in my project, i get the "cannot call .apply on undefined" bug

    The fact that some of my actions just don't exist on export is very confusing, and I can't figure out why this is happening on export only, unless C2 is parsing things completely different than in preview.

  • Ashley

    I'm running into a big problem where exporting seems to change functionality from preview completely. Lots of things which run fine in preview are spontaneously broken during export. I'm getting a very weird bug where actions work fine in preview and cause errors with "func.apply" in Action.run_object, saying func is undefined. I'm really baffled as to why the export (so far NW and HTML5) are behaving SO differently than the preview, that actions aren't even being called.

  • hmm seems like some kind of weird build bug slipped by this version, im trying to fix it atm. This Construct version (192 and up i think at least) seem to be garbling the code on export because of something weird. Sometimes i write comments in the code that are /* */ like this on a single line, and they're breaking with the exporter. I'm fixing it asap.

    looks like it may partially be a construct bug though, things like this shouldn't just switch.

  • GameThirsty

    how are you exporting? which platform ? Sometimes "use model" will be true on an object with an invalid filename specified, and export causes the models to not load if one fails because the model file it does not exist. Make sure this isn't the case. It only happens on export sometimes because of the way loading external resources is handled. Also i've been wrestling with a cordova bug for a while that makes model loading fail on that platform.

    If you're loading cross domain resources, they'll only work in Node Webkit.

    I need more details to understand the issue, and fix / suggest anything.

  • GameThirsty

    Q3D sprites aren't affected by lights.

  • Aphrodite

    yea i rephrased it, you quoted a post i edited a few seconds later realizing what i said sounded off from my exerience

  • I'm pretty sure the dt in C2 is based on the assumption that whatever the framerate, it'll sum to a value of 1 after a second. I don't see why it should go crazy at 120 fps unless you've double counted dt somewhere, or just plain used it wrong

  • Just modify the sprite code to do a SAT / minowski difference test.

  • Edelplastic

    More tutorials will come when the plugin is sufficiently developed that major changes wont occur, or else they'll become obsolete quickly as new important features appear. Right now anyone experienced enough with construct and 3D can easily use the plugin for many uses, so it's not that it's lacking features.

    There's really not that much for me to "teach", and the examples explain everything that isn't part of standard 3D workflow. Platform behavior works with the plugin, but it's only in 2D, because the standard behaviors are programmed to work in 2D they can't be expected to magically map into the third dimension, this isn't how programming works. Instead of asking rhetorical questions, why don't you ask how to achieve particular results you wish to achieve instead? I'd be happy to help. I can't answer everyones questions through a simple tutorial anyway. A lot of 3D games are already possible and the 3D physics behavior im working on will make many more projects much simpler.

  • What would that even do? If the framerate is low its cause the system cant keep up, you cant work around that without using web workers. You also need to use timedelta with tick for "framerate independent" behaviour.

    Nothing is stopping you from rolling your own "setInterval" into the code, but executing at random times middway through events will never be better than using tick or tick2

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QuaziGNRLnose

Member since 2 Aug, 2008

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