stefanos's Recent Forum Activity

  • X3M I don't know about the best gamemaker in the market. But sure it has the potential to be the best one for me and many others

    About the FPS maker, I would love to be able to manually configure the preset though, if this is possible.

    When are u planing to release the next update ?

  • stefanos If the C3 editor layout is a WebGL canvas and Ashley will make it possible to render on it with the SDK then yes I will, otherwise there is no reason to make a 3D plugin for it if the layout editor is still limited like in C2.

    The blog post today shows real time rendering on the editor, probably this is our answer (at least half of our answer)

    Besides that I have some questions about your plugin.

    How do you make a solid object ? ( mass =0 ? )

    How do you handle fps movement with camera ? It sees that you handle the movement inside the plugin giving us zero control over speed, customization etc. for example if you press to move forward and sideways simultaneously it seems like the two speeds combine making you to move faster.

    How can I implement an crouch and jump on the fps controls (collisions) ? Maybe I need to make my own fps system from scratch so I have a a physics object moving instead of the camera. any ideas ?

    (I'm just messing around for the time being trying to see if it fits my needs, I'm no pro )

    Thank you in advance

  • X3M There is a big possibility as Ashley stated in the past that C3 is going to be a customizable editor, meaning that usera would be able to create custom windows for their corresponding plugins etc. Also the answer on the information thread about being 3D seems like a politicians answer.

    [quote:32pt33fr]Is Construct 3 going to be 3D?

    Our aim is to create the best 2D game maker.

    Are you planing on creating a 3D editor inside C3 if there is the possibility ? This could be the main reason fo r me subscribing to C3..

  • > I'm not going to keep making the same points about native engines, I wrote a whole blog about it already.

    >

    > You should probably come up with a different name to talk about exporters - I equate "native exporters" with "native engines". I think you mean built-in exporters or something like that?

    >

    Yes, sorry for the terminology. As a Designer I speak a different language Built in exporter Is probably more in line what people mean when they talk about native export here.... Completely agree with the case against native, as I've read the blog post several time trying to wrap my hand around it. I could care less what codebase is used if performance is similar.

    So let me rephrase that.... How big of an hassle is it to have a "built in exporter" for mobile development? As a designer I'm jost looking for workflow improvements, less hiccups, and hassle.

    Optimal workflow... Create game. Hit export, upload to Store...

    Current workflow... Create game, hit export, import to 3rd party wrapper, build, get plugins working, .... it's not working... try again.... contact support... if you're lucky. Upload to store.

    I'm only looking for workflow improvements. How you guys solves it it's up to you. I trust you completely... native or non native, i could care less, as long as my game is downloadable from app store without having to use XDK and such.

    well said ^

  • What is it then? Because nothing you've said differ C3 from C2 so far. No matter how good or what stunts the C3 editor could pull off, or how easy it is to make a game on it, it doesn't matter, at the end of the day you'll still have to depend on so much to get your game on mobile/PCs/consoles it would never be worth it (especially not paying $99 for it).

    This made me think a little as to who is C3 for anyway.

    Same thoughts ^

    I really hope scirra has an ace up their sleeve

  • This seems great for some cases!

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  • Hello jayderyu newt

    Just wondering if it's possible to live-read data while previewing with construct 2 from a local file. Witch local file also must be live-edited with let's say some kind of curve editor like the one tulamide made here with CC.

    (the "live" thing could also go away)

    Something like this could be really useful

  • QuaziGNRLnose There isn't one afaik. I'm on hold with my prototype waiting for your update. Till then here is my art piece which kickstarted my project using Q3D & C2 http://bit.ly/1IW7gAc

    PS. If someone can provide a solid-good physics based fps demo would be awesome!

    (My approach is based on the camera template and I have difficulties with my custom coded jump, uphill, etc movement. And sometimes it glitches causing the forward and backwards movement to reverse. Poor coding I know, trying to figure out 3d logic.)

  • QuaziGNRLnose Is there any way that the fog can affect and the Q3d sprites too ?

  • hello I would like to test this with some of my ideas, and report back

  • You might want to take a look at this too https://github.com/wietsedevries/armadillo

  • Plus: Resizing the browser's window size seems to "fix"/affect the problem.

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stefanos

Member since 7 Nov, 2011

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