Mikal's Recent Forum Activity

  • Thanks for the great example, very nice. I don't think this hijacking the thread too badly, your example is not webgl, etc. but it's definitely in the spirit of the visuals from the example presented earlier in the thread.

    I also like the billboard style, probably for the same reasons! Going further I also had fun reading this book, which is more about the Doom engine, so it's more about perspective quad render, but the monster sprites are all billboard.

    amazon.com/Game-Engine-Black-Book-Doom/dp/1987418433

    I did not get the Wolfenstein book, but now I think I will based on the fun of this thread :)

    amazon.com/Game-Engine-Black-Book-Wolfenstein-ebook-dp-B0768B3PWV/dp/B0768B3PWV

    Also - would using Z elevation provide any benefit here? Simplification? Other effects?

  • Use a filesharing service like:

    gofile.io

    sendgb.com

    Then post a link.

  • sounds really interesting, do you have a visual example?

  • Nice work, I like the style and the goal of teaching a new language.

  • You can try this, as dop2000 said, you can go through all the instances you want to check and use these methods to check if the mouse is over the collision poly of the instance and then use the effects api to control the instance's effects.

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iworldinstance

    - containsPoint(x, y) (check if the mouse x,y is within the collision poly of the instance)

    - effects (returns an object with the details on the effects on the instance)

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/ieffectinstance

    - setParameter(index, value) (set effect parameter)

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  • I am not sure that I understand exactly what you want, but in case it helps, my FQZ plugin is using the 3D webgl aspect of C3 to make quads that could be used as 3D billboard textures.

    It has a mode where you can specify the x,y,z of each vertex of a quad. You could then use glmatrix.js and C3 scripting to do matrix math and set the position of the quad. I have included a mode where you can pull out the current camera P and MV matrices also if needed. Or you can just control the camera directly using camera location and look at.

    Here's an example of it in use (this is with just billboard textures rotated to player view, etc.)

    youtu.be/a-vo5fYRXvo

    I am over on the Construct Community Discord, DM me there and I'll give you a key to try it if you want.

    I don't know of another way to use C3 w/ 3D except for using Z elevation with sprites.

    In your example youtube video, I think most (all?) of that could be done with almost vanilla C3. However it sounds like that still is not what you want?

    Here's an example:

    alcex.itch.io/psuedo-3d-racer-in-construct-3

    Another example of matrix math w/ my plugin is this project (matrix math done in events, etc.):

    mitsu-studios.itch.io/3djs

  • Here's a couple things done in C3 that might be interesting / inspiring for you to check out (the FQZ plugin is mine.)

    Raycasting in C3

    uberdroidgames.itch.io/construct-ray-casting-game-kit

    3D Sprites (I have an example which uses glmatrix.net )

    kindeyegames.itch.io/funkyquadz-for-construct

    - An issue from your list: effects not supported in FQZ due to how C3 handles effects.

    I do go back and forth myself, I like using FQZ for relatively simple 3D eye candy, but if I was going to do a full blown 3D game, I think I would look something else that also handled 3D physics, etc. (e.g. Unity, UE, Godot, Babylon, etc.) On the other hand for 2D gameplay with 3D eye candy (e.g. Doom like, my 360 view game, simple 2.5D driving game, etc.) C3 + some 3D tools can be a fun tool to use.

  • The C3 manual has some good comments on this too, I appreciate a good manual!

    construct.net/en/make-games/manuals/construct-3/project-primitives/projects

    Downscaling quality

    Adjusts the tradeoff between rendering quality and memory use when resizing images to smaller than their original size (downscaling). The options are:

    Low quality: mipmaps are disabled (reducing memory use), but downscaled sprites may appear blocky or pixellated. This mode is not recommended for most games, since disabling mipmaps can reduce performance.

    Medium quality: mipmaps are enabled. Downscaling sprites generally looks better.

    High quality: mipmaps are enabled and the spritesheet after export pads out all images to power-of-two sizes. This can significantly increase memory use, but can resolve two minor rendering issues: light fringing that can sometimes occur along the borders of downscaled objects, or a quality change in the last frame of an animation. Do not use this mode unless a rendering artefact is specifically observed and selecting this mode can be observed to resolve it: the increased memory usage can be very significant, and is not a cost that should be added for no reason. For more information see Memory usage.

  • Just an idea: add 4+ pixels of transparency around the 'Front-End' sprite, it looks like that texture is being bi/tri linear filtered into your circle sprite rendered image (if you are zoomed in or out, you might also be at a different mip level so you may need more than 1 pixel of source transparency buffer between the images.) Also if you want to do some testing/debugging before you try that, change the bottom of the Front-end sprite to all red pixels and see if that changes the color of the 'line' at the top of your circle sprite.

  • That's great progress! I really like the shadows and tilt, along with minimal art style this will look really good.

  • Nice work! I don't know why, but I really like this idea of 2D map generating 3D, but the game logic all driven by Construct 2D logic, which makes it so easy to develop for. Have you made further progress on this?

    I have a similar demo in FQZ, also Uberdroid's template does something similar, but renders with raycasting and is nice too. uberdroidgames.itch.io/construct-ray-casting-game-kit

    I am looking forward to seeing your progress!

  • Thanks Sparsha, and SuperGuy!

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Mikal

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