GameThirsty's Recent Forum Activity

  • GameThirsty

    You should be rotating the camera based on how much the mouse has moved. You'll run into a problem with the mouse hitting the edge of the screen however, so you'll need the MouseLock Plugin by TiAm : MouseLock Plugin

    then fill out the expressions like so and thats it !

    you can replace the /2 with *0.5 or any sensitivity scaling value to control the sensitivity of your fps controls. oh and thats meant to work for a game where the floor is the x-z plane and the positive y axis is down. The way you set things up initially is important. Also its a good idea to clamp the value or the camera can over rotate and things get flipped. That should get you started though.

    QuaziGNRLnose

    Wow! Nice! Thank you!

    Thanks for the help , I will see what I can make out of this and maybe make a simple DOOM clone to get the rest of the users started with FPS controls utilizing your plugin.

    I have the FPS camera totally working now. How would I go about moving with the WASD keys to move to that point in space? Using the Camera Position function?

  • GameThirsty

    first person view has always been possible. You have to control the camera position/rotation, there's not much more to it than that, its not the type of thing that would be part of an update. place the camera where your characters head would be and make it look towards the point you want to look towards.

    I got it working somewhat, I am using Camera Look At condition, and I set the Camera Look at position to Mouse.X for the X and Mouse.Y to the Y position, what do I do with the Z? It does look up and down so far.

    Thanks for the heads up by the way!

  • ziziplanet Check the main post, there are three examples to get you started. The rest of the plugin functions very similarly to three.js itself, so reading the documentation http://threejs.org/docs/ can be very helpful. Also make sure to read the descriptions for each action, condition and expression as they provide insight into how things work.

    KZR The current version doesn't integrate into the editor, but i have an update I'm putting the final touches on that integrates much more streamlined into the workflow construct users are used to, and will be much more efficient to use since it implements optimized recycling routines and has a built in spatial hash accelerated 3D collision testing system.

    To those of you waiting on the update: I've gotten basic collisions finalized and object recycling finalized. I've gotten 400 models of suzanne the monkey (pictured below) to display at 60 fps on my 1.8 ghz laptop with integrated graphics, so performance is quite good, and objects create and destroy without garbage collection hiccups. I've also implemented a system for controlling textures using constructs animation system, which even allows for animated textures! Next on my todo list is general optimizations and extra features to accelerate objects which are static, or share properties with other objects. I also need to add support for more file types. Once this is done a 3D sprite object should come soon after, and then possibly 3D model animations using skeletal rigging, of course before i get into doing more i'll release the Q3DObject update i've been promising for so long. Thank you for the patience everyone, i hope i can get it out soon!

    (this is suzanne to give you an idea of the benchmark I did)

    Awesome news Quazi!

    Is first person camera view also going to be part of this update? Or is it already possible to do?

  • QuaziGNRLnose

    Do you think you could demonstrate to us a simple First Person camera demo capx? I still am having trouble trying to figure out how to manipulate the camera to allow for a First Person camera.

    Thanks in advance!

  • GameThirsty

    These tutorials might help a bit

    https://www.scirra.com/tutorials/1169/basic-isometric-projection

    https://www.scirra.com/tutorials/1196/simple-tile-based-lighting

    Walls are a bit of a pain when I use line of sight and it cannot detect the origin point of the solids.

    Only third party stuff I use for this is RGBrighter effect. Maybe later I check if some plugins could be used to streamline something.

    I'm not very technical person and I had quite a few attempts before this.

    I appreciate the response!

    I will see what I can make of all of this, and see if I can make any contributions to the isometric engine that can streamline it.

    Thank you again!

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  • Constant 60 fps with a mid range laptop. i7 4710 CPU with a GTX 860M.

    Katala,

    Very interested in making a similar engine. Any plugins, readings, capx examples, etc you used to make this happen?

    Great work!

  • Check: http://store.steampowered.com/app/293240

    Every Tick: Player > Platform Behavior > Set Angle of Gravity > angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Every TIck: Player > Set Angle > angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Player is simple player controller with platform behaviour

    Planet is solid shape with 'rounded' polygon collision. If you look at your example while you're running you are actually going up hill then downhill then uphill then downhill.. Those are the peaks / points in the collision shape.

    Hey thanks for the tip! Is there a way to allow rotating around a circle without that up and down motion?

    I understand it will probably have to be some math involved, as I might have to check for the distance the player is at, and the circle radius making a collision.

  • Hello everyone! I have a question I just cant figure out the remedy for. I like this game in the Arcade http://www.scirra.com/arcade/addicting-rotary-games/782/buildvival-sandbox-builder.

    It is a rotary example, where a character rotates around a circle, but how can you achieve this with checking the collision on a circle? There is no way the circle has tons of collision points all the way around the entire circle. I cant find out how this was done.

    Any help is appreciated!

  • +1 I noticed this also, on Android Kitkat devices, pictures taken with mobile camera always render in landscape mode even if I hold camera in portrait and it takes in portrait.

  • This question seems a bit confusing, if you want no scaling at all, you can set the fullscreen mode to crop, which effectively scales nothing but show more or less, but I doubt it is what you actually want

    Aphrodite

    I am using Scale Outer right now, it works perfectly with different resolution ratios... however I do not like that my sprites scale huge on bigger resolutions. I would like the app to maintain the size of all sprites so the app looks the same on all resolutions. Sort of how Facebook app looks the same reguardless of screen size. This is probably not possible if I use scale outer however.

  • I am not sure if this is a simple question, or a complicated question... but is it possible to prevent my sprites from scaling up (for bigger resolutions) or scaling down (smaller resolutions).

    My issue is my app on my phone the sprites are a good ratio where the sprites are not blown up too much. However when I view them on a tablet with a 8.4 inch screen, the sprites are scaled to the size of the screen. I want my sprites to retain their ratio regardless of the screen size. How would I go about doing this?

    Thank you!

  • Is it now possible to record a voice and play it back now? I thought I stumbled onto the idea a while back but was still a work in progress.

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GameThirsty

Member since 29 Nov, 2012

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