QuaziGNRLnose's Recent Forum Activity

  • UnusualCadence

    I've added into the next version a feature where you can load in geometry created through Q3D Master by writing "geometryName.geom", anything with .geom at the end will realize it's referencing geometry specified in Q3D Master, and will otherwise be handled almost exactly as Q3D Model handles model files (e.g with callbacks etc.) Do you think this is good enough or confusing?

  • PixelRebirth

    Obviously older platforms aren't perfectly supported, just as you wouldn't expect a new game to run on win 98, but the great thing is everything works on modern platforms, at least in my experience. Things can run without obscure updates cause everyone has an up to date browser. There was nothing more annoying in classic than people not being able to play your game because their Direct-x wasn't an obscure fall update.

  • maordany

    Examples can be downloaded from the first post, they're all there (and more)

    Plugin supports common image formats (png/jpeg etc.) It uses the animation system in construct for loading images as textures. The supported model formats are only at the moment ".obj" and ".js/.json" three.js model format 3 files. There's a Blender/Maya exporter for the JSON format, and a bunch of ways you can convert your files to it online if you search, so it's bridged to most common formats (Pretty sure you can import your object then export it using this http://threejs.org/editor/). I'm always adding extra functionality so in future updates I'm going to try and support more formats, but right now these are what are available.

  • HTML5 + Javascript is really a great choice for a game engine, the performance isn't optimal, but that sacrifice is worth it for the portability, there really isn't any other method of building a game you could so easily/reliably get working on multiple platforms. All I really want in C2 is a better editor sdk for plugin devs, and all the other features would then come from it eventually.

  • Isn't skeletal animation same as morph targets?

    Skeletal animation would allow for you to actually move around the bones within construct, it's a different technique. It's a planned feature but i'm working on some other stuff first.

  • nemo

    ah didn't catch that that smearing bug, gonna try to find a solution. ill try to have it fixed for next version.

  • theres no action for it. I'll look into adding one.

  • No, people can copy what they need from examples.

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  • It's not really any more complicated than the logic you'd use in a 2D game. The plugin is meant for users of intermediate skill level. There are already plenty of helper functions and multiple ways to attack various problems. However you can't expect to work in 3D without some basic vector math skills.

    Try to learn from the examples by changing things and inspecting various features and you wont have to ask so many questions. Stuff like this can be copy pasted as events, it's already very simple and everyone needs different use cases/modifications a behavior couldn't replace.

  • Your math is all wrong, you'll have to teach yourself more about vectors and 3D rotations.

    anyway imothep85, kmsravindra, here's an example of various camera controllers which you can copy into your projects.

    Camera Controllers Example

  • You're not even rotating the camera, you're rotating the object.

  • You don't need to "link" to orbit controls. Just write a camera controller in construct events using the touch/keyboard/mouse like in many of the examples, it's entirely possible.

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QuaziGNRLnose

Member since 2 Aug, 2008

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