Davioware's Recent Forum Activity

  • lol this sounds like a lokijki game name.

  • i don't get what you're talking about..

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  • The animation aspect of 3d models is rather complex, and suited more for a 3d package. It would probably suffice just to have single mesh importing, like the 3d box. All that's needed is xyz rotation and scaling. The mesh could be positioned just like the 3d box. As for textures, i'm not sure how much work it would be to implement simple uvw support. Since (most) models already have uvw information, all the user would have to do is specify the texture (from a sprite maybe? or just the same as 3d box) , and it would map it according to the meshes internal uvw co-ords.

  • Collisions can be made by hands. Distance-based collisions.

    yes, but that's pretty dodgy and unreliable. A mesh object would be useful, but it's probably a lot more work for the devs than it's worth.

  • first, use private variables for characters.

    If you press attack while walking, the animation flashes one frame for a split second and then she keeps walking. I want to have it so that when you press attack, the command overrides the movement, she stops moving, and the attack animation comes out.

    this is because the walk animation is overriding it on the same tick or the one after it. You have to implement a check to stop the walk animation from happening if the character is attacking.

    is walking

    character animation Attack not playing >> set animation to walking

    why you can switch animations in the middle of the attack.

    you have to implement another check to see if an attack is playing or not. Construct knows nothing of "attacks" or "characters". All it sees are your events. Add.. animation punch is not playing to the kick events, and vice versa.

  • a coupon for a free small fries from McDonald's

    lol'd

  • voted, hope it wins . (what do you win?)

  • Plus rotating objects for things like huge battleships in shoot em up games are a bitch to animate. You hardly ever see objects rotate around their x-axis (roll axis) in 2D because it's such a pain to animate correctly. In 3D, however it's easy as simply rotating the model around.

    well, this is a pretty specialized use. You would have a heck of a lot more trouble coding 3d models than 2d sprties. Also, you can make objects roll with animations, as i'm sure you know. Even though it uses a lot of vram it's possible, and it's super easy to do with rendered sprites. As you say, you hate drawing sprites... So go model and render some out, and it's easy to create animations of any sort.

  • cool, i'll try terrastruct, sounds useful.

  • you can't get anymore information on it, it's not out yet. Asking rich when you see him online is pretty much the only option.

  • if you scroll to a floating point position it might be causing it, i haven't tested float scrolling in the new rendering engine yet. try encopassing your scroll algorithm with int(my algorithm)

    edit: deadeye posted a sec before me..

  • 1. are you using the window object?

    2. Are you using zooming?

    3. are you using any new 99.3 z features?

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Davioware

Member since 25 Sep, 2008

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