matriax's Recent Forum Activity

  • I was looking time ago for something like this but not RGB based. Is there any chance to use Hex Values?

    To add colors like:

    1: F0F0DC

    2: FAC800

    3: 10C840

    etc...

    Instead of fill 3 parameters for one color. So Instead of use 48 parameters for 16 colors we only had to fill 16.

  • So, this creates the normal map of the giving image? I guess, something like this program does: http://www.2deegameart.com/p/sprite-dlight.html ?

    Instead of use print screen, why no add a paster/canvas plugin and with a button save the result as .png in the folder you want? This will make the workflow more fast.

  • Some Questions for Tom and Ashley

    (1)

    When you use lots of particles,sprites,etc... you need to add them in the C2 layout, and in events set an event saying: "On start layout | Particles>Destroy , Bullets>Destroy,etc..." .

    C3 will solve this?

    (2)

    Doing pixelart games most of times we need a .ttf font with pixeled fonts and most of them we get an error like this:

    Even for non pixelart fonts sometimes we get that error. Using other engines or as a web font works correctly. I don't know exactly what is the problem, but in C3 this is already fixed?

    (3)

    For text boxes on properties we only can set one line text that includes plugins/Behaviours. C3 will allow multi-line text boxes? Maybe some text area thing?

    (4)

    There will be any possibility to work with binary information?. When i was trying to do some 2D app, for save the content i had to use .json for the info and save images as Base64, that increases a lot the final size of the project.

    (5)

    For Plugin/Behaviours will be some way to include images by default or set them in the properties tab? For example a Pulse/Shockwave behaviour added on the Player, with all the properties in the left pad like what key to press to apply, time, size,etc... and some presets or default images already built-in on the behaviour ready to use or the option to add or set.

    (6)

    About families some times doing a platformer i use sprites but also tiled-backgrounds that makes the construction more fast for solid objects and improve perfomance.

    But to apply the same action i have to create various families if they are from different plugins, and add separate events with the same action.

    For example If player dies with collision with Family.Sprite.Enemies & Family.TiledBackground.Enemies that can be a block of spikes, lava or whatever. Or for moving objects like sprites/text boxes, tiles backgrounds, buttons... i have to set it for each family.

    Will be great some "Plugin Family" or whatever on you can add a group of families/plugins that shares the same actions, or another object interact with them with the same action.

    (7)

    Talking about tiled backgrounds, why not have the same properties like the Sprite? For example animations. Or simply combine both to have in the Sprite plugin the option to scale using repeat instead of stretch.

    (8)

    I saw the live preview blog post that shows the shadow caster in action. The shadow caster still only works correctly with squares? last time i tested it using complex sprites or using the penumbra was totally a mess. Only got good results with square sprites and penumbra at minimun.

    In case not, here some raycast idea i saw recently: https://twitter.com/NoelFB/status/804160770032312320 .

    Also will be possible add some fade-out to the shadow? I mean something like this:

    (9)

    C3 will have some built-in Fade-In/Fade-Out transitions effects between layouts?

  • [quote:1uq20hcf]

    * Is it possible to edit the map from a top down perspecitive in C2?

    X3M > In the next update

    X3M You said this was imposible due how Babylon.Js manage the axis or similar, now after send you the other day my .capx template for FPS with that fixed using events is added as feature for the next Babylon3D update? Mmmm, coincidence?

    One of the new features is "FPS Friendly" what this means? a FPS plugin/behaviour? Which features? Any Screenshots?

  • X3M

    About multiple textures the unique solutions i can think now are:

    (1) : Use the animation frames 0,1,2,3,4....

    (2) : Use the animations as diffuse2, diffuse3...

    Posted in the Q3D thread about this to know exactly if can be done and the other question about multiple textures:

    Also in the updates of the first post says some interesting things about how .OBJ and .JS are loaded, search by ".js" and ".obj" there are various points that explains how they works a bit, i not understand much but maybe can give you an idea in case is possible.

  • QuaziGNRLnose One question,

    Q3D imports .JS and the textures are added in the C2 object as animations like diffuse, normal,etc... working also the frames for texture animations, but they also will works for .OBJ/.Mtl? Played the OGRE and the FPS thing and they use .js.

    And if an OBJ-JS use multiples textures for the diffuse, etc... , How i can set it to the model? I not found any .doc or example that how do it.

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  • X3M Mmm maybe the models in Q3D were JS and not OBJ ?

    I don't know , as i said i'm talking by memory i can't check it now, but sure in Q3D you import the 3D model to C2 and you set the textures in the C2 object.

    So i guess is a Babylon.js or .OBJ extension limitation. What a shame .

    In case is a .OBJ limitation and not Babylon, ithe idea will be try with a .js model, that seems is an unique file instead the .OBJ/.MTL that maybe the problem for the names ¿? . I don't know just saying.

  • In Babylon3D for NewMesh objects the textures are in the C2 objects in the animations as Diffuse, Bump,etc... but for OBJ and JS on babylon you need to import that textures, you can't add in the C2 object.

    Also in Q3D the frames in the C2 objects works as animations, at least in the Heads example i cloned the first one time ago, paint something and on runtime saw the texture how changed between the two frames.

  • X3M Q3D loads the OBJS-JS on import files(Or at least the JS ones like the quake example) and you set the textures in the C2 objects using DIffuse, Bump,etc... in the animations names and also uses the object frames as texture animations.

    So even with OBJ-JS they work like the NewMesh object with the addition of frame animation.

    Maybe i'm wrong, now i can't check it, maybe can you take a look? The example in Q3D of FPS with the heads and the one with the orcs in a room. They are OBJ-JS but the textures are in the C2 objects.

  • X3M About the updates: "Better OBJ and JS models loading." means will have the option to set the textures in the C2 object like the NewMesh plugin? Or what you mean?

  • Tom At least if somebody buys the C3, he can still code with the last online version now offline where the subscription ended?

    Is something that not was clear, i mean, if i pay $300 for 3 years... after cancel the subscription, i can't code in C3? or i still will can develop in C3 with the exports,etc... as normal but without no more Bug Fixes/Features?

  • To the people that only want the C3 they can purchase one time by $99 and use it always, they will have lifetime bug fixes but only 1 year of free updates/improvements.

    So people will enjoy the new C3 version with one year of great upgrades for only one payment. Some people not needs much more, like people is doing games only for fun, as hobby or even sell some small games or whatever.(That well, they can still doing that with C2).

    In case there is some features and improvements that are added that gives to a developer a good reason to update the product they can decide to pay again $99 and enjoy of all the previous updates until now and 1 year forward.

    With this people with non-profit/hobby,etc... expectations that want the new version can afford that, and for the more advanced developers that needs the last updates they can pay the subscription each year to be updated.

    What you think? is possible Tom Ashley ?

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matriax

Member since 22 Jun, 2015

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