QuaziGNRLnose's Recent Forum Activity

  • tunepunk

    You have full 3D control of everything, you can also switch camera mode between orthographic and perspective. only morphtarget animation is currently supported but skeletal support is on the way too.

  • tunepunk

    Yea, layered 2D and 3D like that is doable, theres even a Q3D sprite for zbufferred layering. You can make the 3D layer have "holes" too, or a transparent background, or place it below the 2D construct layer.

    For a chessboard itd be better to just go full 3D.

  • tunepunk

    Not sure what you mean by 2D canvas. Do you mean Canvas2D instead of webGL ? Performance would be too poor, why do you even want this with the widespread current adoption of webGL across all browsers?

    Joannesalfa

    The fact Q3D is heavily reliant on external libraries, and has to share code between plugins / global namespace makes supporting minification using ADVANCED_OPTIMIZATIONS very hard and very annoying. Once you export the project you could probably run the code through a less destructive minifier on your own if its REALLY that important to you. It's not a question of me minding to do it, it's just very difficult.

  • rexrainbow

    Ruskul

    ... but you can write events in a reusable way, just need to copy the objects the events operate on between files... It's really not hard if you're organized about it and will take less than a minute. Writing a behavior / plugin for every little thing is a pain in the ass if it's not necessary. The whole point of constructs event sheet is that you can use super functions that handle complex object oriented picking behavior for you quickly.

  • Currently working on a 3D physics behavior for Q3D

    should be the next big feature available in the next update

  • You can use whatever you want, play with the sprite plugin abd youll understand what it does.

  • You need to change the texture "st wrap", its defaulted to clamp to edge.

  • kmsravindra

    1. Works for me, probably a bug with something else in your project.

    2. Use a texture and set up uvs for each face to a different area of the texture, so they can be uniquely coloured.

    Alternatively you can colour the faces individually in blender and use "model materials : Yes", but you need the proper plugins and stuff, and i'm not sure of the process, this might help: stack overflow question

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  • Its not really hard, just different.

  • UnixRoot

    Beautiful

  • UnixRoot

    Didn't include them yet, I had a few tests ready but didn't include them because i wasn't sure they'd be final and didn't want peoples stuff breaking next update.

    They're a custom file format for Q3D so you wont find them anywhere, but they're basically just a bunch of text for glsl / js needed to setup custom shaders that will eventually be possible. Anyone who knows their way around glsl / three.js would be able to write them and they operate kind of like effects.

    sorry for being misleading i write the changelog as i go and forget stuff sometimes.

  • You can acess the instance the behaviour is tied to with this.inst i think. If you have refrences to those other objects (for instance through uid, or just from some js ref, or previously stored through some picking condition) theres no reason you cant code the behaviour to affect both. I think pin behaviour does this sort of thing. You can create new objects with runtime.createinstance or something like that, then store refs to those in the behaviour, and do as you please with them.

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QuaziGNRLnose

Member since 2 Aug, 2008

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