JoyfulDreamer's Recent Forum Activity

  • I've been able to use Paint.NET just find for most everything (see getpaint.net, and plugins), then resort to Photoshop or PaintShop Pro (my personal favorite) as needed. I find you'll need more than one paint app, because they all have strengths and weaknesses. ;)

  • Yeah, ***** I know. I'm waiting for the support also. ;)

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  • "Guardians" is a repost from another artist - you'll have to ask him. ;) (the annoying thing about SoundCloud is that it mashes the reposts with the profile posts). That said, I can easily create something similar if you want. :)

  • True, if the mouse can't be "captured" then that might make it a bit odd. It might be better to keep Q and E for rotation (just make the rotation fast) and simply use the mouse to aim and shoot instead. ;)

  • Oh I see, you are using the native C2 functions to manipulate a virtual 2D world then translating an "XY" plane onto the "XZ" plane. :) Great idea.

    The controls are getting better, but for the mouse, you may want to make the rotation angle directly proportional to the mouse's X position and see if that helps.

    Assuming the FPS is the number at the top, I get 15-24.

    I never optimized the tutorial example to be an engine, but people are using it like one. LOL! ;) There's probably many ways to speed it up, but I'd rather build a plugin once Scirra supports 3rd-party plugins in the arcade. If anything, it would just be fun to do. 8)

  • Wow nice job! :) You should keep the movement keys operating on X and Z only, and rotate with the mouse - perhaps even aim and shoot with it as well. ;)

    What you're doing is controlling the camera. I thought your problem was firing a projectile from the camera. ;) When you have to shoot something, you'll need to follow my previous post. I'll see if I can implement a shooting example and upload the project file again if I can get some time.

  • Sounds interesting, can't wait to see it. ;)

  • Hi everyone. I just completed a wrapper to Google's V8 engine for .NET. There is no DOM in it (it's pure JavaScript only). This may be of use to some.

    V8.NET

    This is a small step towards building a JavaScript server for use with C2. I've had some discussions with Scirra (Ashley), and they have agreed to support my open source server project "DreamSpaceJS" as long as WebRTC is supported, so I'll be attempting to integrate the WebRTC API as well in the near future. Ashley has suggested I begin with WebRTC in the browser first, so I'll be starting the client side networking part first (for peer to peer connections), then a pure server side (no-DOM) one next that will "talk" with the client side (a "central server" - also supporting WebRTC!).

  • Hi RuneS,

    Here are some points to keep in mind:

    1. Objects in the tutorial project never move (though they could).

    2. The camera (player) starts at 0,0,0 (and 0 rotation) - so that means the obejcts you see on screen have NO translation applied (other than perspective and size for the view)

    3. As the camera (player) moves, the camera location is simply subtracted from all object positions in the world to find their new positions relative to the player's movement (the objects x,y,z never change in this case).

    So, let's assume the player NEVER moves. The player (camera) is at 0,0,0 (z,y,z) facing angle 0 on the Y axis (straight down Z+) and thus if you create an object at 0,0,0 and fire it down Z+, it will work. The trick then is to start at the player's (camera's) position, so that when the camera's position is subtracted from the objects position, it begins at the translated position of 0,0,0. ;) More direct to the point, just make the projectile start at the player's position and create a 3D direction vector facing the direction.

    First, you need a non-translated direction:

    X=0

    Y=0

    Z=1

    This is a "normalized" vector (no absolute values > 1 [so you can multiply it against values for magnitude]) facing down Z+. If the player never rotates, this is all you need! :) However, when the player turns, you need to rotate the vector. I have the functions there for you already:

    newX = RotateXZForX(X, Z, CameraYRotation)

    newZ = RotateXZForZ(X, Z, CameraYRotation)

    (Y is 0, unless you want to angle an object up or down [in which case there are functions for that as well])

    Note: NEVER change X or Z before the second line (before newZ is set), otherwise madness will ensue! :)

    Hope that helps! When you get your game finished, post a link here. 8)

  • Hey guys, check out this cool game created by russpuppy using the Pseudo 3D game example! :)

    http://www.kongregate.com/games/Russpuppy/photo-collection

  • Yes. :) The pin behavior should have this as well.

  • Cool, not bad. ;)

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JoyfulDreamer

Member since 21 Nov, 2012

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