DarkKobra2020's Recent Forum Activity

  • Well i'm new to Construct but not new to engine's I would like like the following changes:

    Support for .3ds, .blend, .dae basically most of the 3D formats

    Z Axis

    Soft shadows when the light object and shadow caster behaviors are on and not so big shadows either

    3D positional camera

    Camera object that can be moved with a sequence editor in other words. I want a cutscene editor.

    Networking by default without having to use pyhton

    Better Python support (Or better yet LUA)

    Vertex Shading Support (I'm not going to tell you how important that is)

    Effects like flame should be able to be attached to objects (Look at the Ethanon Engine)

    Light to already be rendered as soon as you drag it to the screen. (Leadwerks, Maratis 3D)

    Better physics support so you can create a ball or complex objects without having to go in the colision editor and dragging it around.

    If a light and a bumpmap are both on the screen I want the shine of the bumpmap to go to the light's position and for the reflection to pass onto other bumpmaps if they collide.

    I think that's about it.

    Oh and I would like to be able to out animated 3D objects in construct

    If it had these thing's then I would definatly buy it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I am at wits end with this code. I keep trying to change the bumpmapping fx code so instead of you setting the variable for the intensity the light object set's the intensity for you pending on the size of the light. I also want to change it so instead of having one intensity on the normal you can have as many as you need. This eliminate's having to create loads of bumpmaps in one layout and when i try to create lot's of bumpmaps the intensity does not carry on to other bumpmaps. Is there anyway i can achieve this?

    Usually if I write a bumpmap shader I write it like this:

    Vertex Color = emission + globalAmbient + sum(attenuation * spotlight *

    [lightAmbient + (max {L.N, 0} * diffuse) + (max {H.N, 0} ^ shininess)*specular])

    I know Construct does not support Vertex Shading which is another thing I would like to do with SDK but I know how that works. I actually feel quite embarrassed asking this since I am a coder and I should know what I am doing.

DarkKobra2020's avatar

DarkKobra2020

Member since 19 Dec, 2010

None one is following DarkKobra2020 yet!

Trophy Case

  • 14-Year Club

Progress

14/44
How to earn trophies