megatronx's Recent Forum Activity

  • I totally disagree about it not being “true 3D”. It is 3D in every sense. It just doesn’t have all of the amenities of a modern first person engine like Unreal or CryEngine, but it is more than adequate for things like 3D puzzle games.

    OIMO.js physics works great! I found it more intuitive than the work I’ve been doing for the past 3 years in Unity’s implementation of PhysX. Kudos to Quazi for the great job he did with Q3D’s physics.

    Hi,

    Could we talk for a moment about OIMO.js physics? Cause I need some help.

  • After several hours of experimenting, I've managed to get it partially to work and have the borders but textures are original colour!

    In sketch fx this

    gl_FragColor = vec4(vec3(mag), a);

    I've replaced with this

    gl_FragColor = vec4(front.rgb * vec3(mag), a);

    But I still would like to be able to change outline colour as well as have it stay visible when objects of the same colour overlap as well as to be able to change it's colour. Which I bet is difficult to get for someone with no proper programming experience! But I'll give it a shot, and if I haven't written anything and you guys could help with that that would be ace.

  • Hi,

    If anyone would be able to do it, that would be so great! I only need outline from it, or from c2 SKETCH fx, withught chaning colours to white, as I want to maintain original textures colours. Just outline

    github.com/ArnaudDroxler/WebGL-CelShading

    Gigatron would you be able to help out?

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  • If this post is still active I'd like to request a cell shading fx that can be applied to layer, and has treshold ( so that it is only applied in cases when colours are visibly different), border color option, and one more that would exclude colour ie white would not have any borders with the rest. I can donate something for this fx if requested.

  • Hello,

    I would like to request an edited version of Sketch fx, so that it only leaves outlines of the objects and not change textures to white. Thanks

    Gigatron R0J0hound would you might help out?

  • > > adding a horde based survival mode.

    > >

    > >

    > >

    > > I am adding it so that way you can play on your own. but it will still work online for co op play

    >

    > Are u using cell shading shader for q3d?

    no. that is how the sprite looks. (I use billboarding like in doom)

    Cool! Best way! ;) Are you using any shaders at all? Are there even any avaible?

  • adding a horde based survival mode.

    I am adding it so that way you can play on your own. but it will still work online for co op play

    Are u using cell shading shader for q3d?

  • In the layout editor it only takes hex numbers. In events you use decimal numbers but you can use the set bit expression.

    Ok, i get it. tried 32 decimals in event sheet and they are working. THanks for that.

    And a few more:

    Can one object have, lets say, only 8 binaries and another 16, and all binaries above 8 would be ignored by obj with only 8 when on collision with obj with 16?

    Not completely related to the topic, but once binaries are set in the plugin, I'd like to explod that strings in to single numbers for events, so take 110011 and turn it in to vsr=1 var =1 var =0 etc. Do you know how I could do that?

    Also do you know how could I replace single or more digits in decimal string for your plugin? I might have knew that some time ago, but forgotten! Would be both 0001 to 0011, and also moving them so 0011 move to 0110 and then 1100 for example.

    EDIT

    I tested answers to my own questions.

    1 no, each has to have same no of digits

    2 can do that with system action

    3 haven't tried that yet

  • Hi,

    Sorry for the late reply.

    Probably the simplest is to use a 32 character binary number of 1's and 0's. Each digit is a layer that you can make the object be in or not in.

    For example:

    1110 1010 1010 1111 1000 0100 1100 1011

    Then to input it into the layers property you need to first convert it to hex using google, or windows calculator.

    Here's one possible converter:

    https://www.convertbinary.com/binary-to-hexadecimal/

    That binary number turns into this:

    EAAF84CB

    Hey

    Thanks for reply. So, for simplicity I'd rather stick with binary, but does your plugin gui alows for 32 digits to be input, or I need to do it some other way?

  • R0J0hound Would you mind just giving me few examples of how those would look like in the plugin gui itself?

    Would it be something like 0100A00B?

    Thanks

  • megatronx

    The hexadecimal digits each are four bits. So you can use them for four layers. See the key here, but you can find it elsewhere as hexidecimal to binary. In total you can have 32 layers or 8 hexadecimal digits. In the layout editor it's convenient to use hex to set the layers. In the event editor you can do it too, or you can take an existing mask and modify it with construct's bitset expression.

    0 0000
    1 0001
    2 0010
    3 0011
    4 0100
    5 0101
    6 0110
    7 0111
    8 1000
    9 1001
    A 1010
    B 1011
    C 1100
    D 1101
    E 1110
    F 1111

    Thanks for reply. I've automated mine based on Z position variable, and right now I go trough loops checking that Z and Height and adding 0 or 1 to a string in between Z and a height. If I'd have 32 layers, how could I have it automated like that? Could I create a string with 32 digits or do I need to use letters instead?

    As an example how would 23 or 30 look like?

    Best!

  • Hi,

    Can someone tell me how to use hexadecimal with layers to get all 32? I only know they are A to F, but don't know how to use them. Thanks

    R0J0hound

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megatronx

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