QuaziGNRLnose's Recent Forum Activity

  • For loop would work just as well, and you should just use a for loop anyway since its not buggy. While is dangerous because it has a really high likely hood of crashing everything, and a like 1000 iteration for loop will work just as well, except has a fail safe if the termination isn't early.

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  • Bitmichael

    I implemented the three.js lightmap textures for sake of completeness, but the JSON loader they provide for their extension isn't very well documented (at least i couldn't find much on how to use it). If its not working i'll try to figure it out for you. It is only available for blender i believe. https://github.com/mrdoob/three.js/tree ... rs/blender

    The plugin lacks features in your eyes and is complete in others, I have been transparent with all the features available and i have tested every single one, as well as take time to write description text for every action/condition/expression, this serves as light documentation but many people do not notice it or try to read it. three.js documentation can also be used for an idea of how particular features work, but again some features are lacking documentation. There are no known bugs at the moment (you can cause bugs by inputting nonsense values into fields like intensities or opacities below 0) but this is simply due to a lack of type checking (i can't prepare for every erroneous use case). I've left it to users to make sensible choices, i.e. don't do things like load audio files as textures. I don't really see what extra documentation is needed at this point, and people are asking on how to do things like collision detection or make a first person shooter or make wheels spin which are certainly possible using the plugin for rendering but aren't actually part of the plugins features, they're more construct and programming related questions and belong in a proper help thread on the help forum. I expect those who download the plugin to understand object hierarchies and texturing, local/world space, modeling etc. I can't be expected to give novices a crash course on every in and out of 3D game design, and i never claimed for the plugin to do these things. It's strictly for displaying 3D graphics at the moment.

    You have outlandish expectations from a plugin which humbly and very transparently presented its feature set from the beginning. You didn't have to buy it, and you could have looked through everything, as you've admitted yourself, and easily come to the decision that it lacks the features you'd expect from something like UNITY. It's not really meant to compete with something as complicated as unity. There are purchasable plugins that do one very simple thing thing for 35$ on the scirra store, and others like spriter which do quite a lot for 35$. It's strange you feel that the plugin is incomplete when it's working as intended and doing what it claims to, for only 15$. I don't have to provide it for free because you don't think its complete, and in fact i think 300+ hours of work that went into it mean its quite fair for me to ask for something in return, when some people are posting much simpler plugins for much more. Many people have remarked on the fact that it is a very fair price and yet you're trying to convince me i've ripped you off. Even construct and spriter are in constant development but touted as just as "complete" a product for all intents and purposes. Complete does not mean a product has no bugs or is not being updated, it simply means it's in a stable, usable state, and secondly this forum is for completed addons posted by users, it says so in the forum description, they are not official plugins, paid or otherwise. If people don't want the plugin they don't buy it, if they don't think its worth it they don't buy it. Every single feature is shown on the main post, and it's not my responsibility if you didn't read them. You'll have to wait for the refund as it is handled through PayPal.

    You bought all future updates to the plugin for a very low price and hopefully they will change your mind about using it when they finally come out, however you'll have to repurchase the plugin. Realize that as unhappy as you are this plugin took a lot of my time to make and is being used successfully and happily by a lot of people, I've been honest with everyone as i can be. I still work on the plugin. I really don't care if you distrust me. The construct 2 developers are not being irresponsible by letting people develop extra functionality for their product. A lot of users are happy with the plugin, and it is not the fault of the developers of construct that you are unhappy with it.

    You need to understand your mistakes are your own fault. You act as though i'm forsaking clients when I provide constant support through the forum and take time to answer their questions, you are simply wrong and come off as a liar trying to get his or her way. You're actually claiming Q3D is not good enough to be on the forum? A lot of people who are actually enjoying their time using it would disagree. I severely doubt you'll stop using construct or even the plugin, and titles do not make you any more entitled or any less wrong than anyone else. You're simply causing a fuss like a spoiled child, and cannot understand how you feel justified in your actions and claims.

  • raijuu

    Sorry if it's misleading! the special cube maps are only used for environment (reflection/refraction) mapping, This is how it's designed in three.js.

    You are correct in texturing the faces individually. You could do this by using UV's, separate planes, or exporting a JSON object (although JSON loading is tricky as some features are unsupported).

  • You can change the rotation order with an action so that the wheels pitches/rolls/yaws in the right way, as for which order to choose is correct it all depends on how you've set things up and want them to be. You have to rotate around your yaw axis to make the front wheels turn, based on input from the user, there's no complicated expressions involved.

    I'm getting tired of explaining this but tiny tank would not be useful to you, the logic is complicated and you need an understanding of how to program a physics engine to understand the code, those here asking for it would very likely not be able to understand it. Q3D is not a game engine, it's a way of displaying 3D graphics for your construct games, with most of the basic tools necessary for doing that. game engines take a lot of time to develop and slowly the plugin will gain some features in them but it is first and foremost NOT a game engine, its a construct plugin meant to achieve the specific goal of displaying 3D graphics coded in construct events, and for that it is very useful.

    Adding "PROJECT IN PROGRESS" is wrong, the current version is most feature complete and bug free, I'm expanding on the plugin, which is why i have had "New features will be added incrementally" since the beginning.

  • The more math/physics you know, the better your games will perform and the more you'll be able to build real world concepts believably into things like object behavior and animation. You'll have difficulty coming up with interesting and original dynamics and mechanics in a game if you don't have a lot of math to put those into practice with. Learning as much appropriate math/physics as you can will help you make literally everything better. Be warned though that the way the math/physics is used is in most cases isn't something that's really learned from math courses/textbooks. The internet will be a better teacher to you because it'll stick to relevant applications and you wont get lost in overly academic methods / analysis.

  • istavang

    Try to format your quotes better or just use an instead of quoting such a huge block, its confusing when your questions are placed inside a quote i made.

    Manipulating lights works exactly the same as for any other object, they use object id's, and have a name, their are actions to set the light specific properties and you use the same actions used to manipulate object position/scale/rotation etc to manipulate lights, just passing a light id instead.

  • QuaziGNRLnose

    How do I toggle on off lights

    you change the intensity of the lights, and set intensity to 0 to turn them off. You can create and destroy lights too, but this is not recommended during runtime because they need to be rebuilt into the material shaders. Lighting is very complicated in games.

    fldr

    It depends what you mean. With no experience it'd be difficult to make a fully 3D game that looks/plays like Tiny Tank, making a 3D game is much more complicated than a 2D game, and making 3D graphics also has a steep learning curve.

    Let me know what uses you have in mind. If your interest lies in curiosity and simply playing around with new tools it's definitely something that anyone could toy with regardless of their skill level, just don't expect to be making a game until you really get a grasp of what you're doing and how the plugin works. I've provided simple examples for those who got the plugin that outline loading models and setting up a simple scene. Look at the actions/conditions/expressions and make your decision on how difficult those seem. Feel free to ask me any questions as ill be happy to answer.

    With that said, the plugin might still be useful if you wish to make 3D backgrounds, menus etc. It's definitely one of the easiest ways to implement 3D stuff into a webpage, i made it and am working on it so that i could more quickly work on 3D stuff through construct, but it's not EASY, i recommend that you could comftorably call yourself an intermediate construct user before using it in its current state. I'm working on updates so that loading models and doing 3D collision testing is more intuitive, but those aren't out yet.

  • spy84

    There actually is an example for object loading on the main post! It's been there for quite a long time. If you require more assistance feel free to ask questions here, as you can see i check quite often and try to offer up advice when i can. There are only 3 simple examples but they do cover basics of various features. The rest can be figured out from the description text which i wrote for every action/condition/expression/action parameter, be sure to read that text!!!

  • spy84

    Developing this plugin is difficult even for me as an experienced programmer. It is completely usable atm but is for intermediate users as i have always stated. All the actions are there for inspection before someone buys the plugin. Those who can use the plugin in its current state are surely using it as it is definitely stable and usable. Releasing the plugin when its feature complete would be impossible for me. There's always more to add. I simply can't work and risk over 300 hours into a project with 0 return, that's not sustainable. I'm working on the plugin, my goal right now isn't to please everyone, it's to create a quality product that is as usable as possible regardless of the time required to achieve that, I spent months working on the first iteration and i'm spending months working on the second, this is simply the development and testing process, complicated things take a lot of time, and i'm not able to make this my full time job so i'm not able to work on it full time.

    It would be unprofessional for me to stop development, which is something i could easily do but aren't because i enjoy the project and think the result will be something which a lot of people can look forward to. Early adopters are helping me to reach that goal and i thank all of you, but complaining about long development times isn't going to change long development times, if i could do it any faster i obviously would as it would be the best option for everyone.

  • SgtConti

    I don't understand how fog could work in 2D, or what anti aliasing would do in the context of 2D either. Resolution can already be controlled through constructs interface so i'm not sure what you were expecting out of a plugin meant to do 3D.

  • istavang

    you need to import both objects separately, create them, use "change object parent" by making the child id that of the wheel and the parent id that of the body, and then position the wheel at the right position / rotation by playing around with the wheel position/rotation according to the local dimensions of the body. that's the process.

  • I'm trying to make my plugin as efficient as possible, and getting some lag when i create/destroy objects en masse.

    I know construct has a built in system for making object pools and recycling them, with createrow and deathrow lists and all that. I'd like to know what the best way of supporting object recycling is, or if i have to do anything at all. I'd think there's some best practice or general steps i must take for the recycling to work as well as possible.

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QuaziGNRLnose

Member since 2 Aug, 2008

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