part12studios's Recent Forum Activity

  • yea it would be nice. I know personally I'd like to find a single / simple solution for this that allows people to do the following things:

    • post their score to a global high score database without any authentication/account creation/sign in stuff..
    • get a top 10 list of overall scores
    • get your rank for that session (you got 88th place out of x scores) or (you got 88th of the top 100 scores / your score was below the top x number of scores)

    for us, we're looking to use parse for leaderboards potentially, but if someone else could come up with an easy to setup / use plugin with a free/reasonably priced service, i'd gladly go with that solution instead.

  • thank you so much for looking into this.

  • does this plugin work with Cordova/XDK/Phonegap?

  • ashesh if you get the plugin, look in there for the readme. Cranberry plugins are good about offering examples and a basic explanation. Try it out and see how far you get. I'm not sure if it's one of the free ones or if it's a paid plugin (he has some free and some paid). I paid the $25 to get the full suite of plugins and would advise anyone else do the same to support the awesome work he's done.

  • Somebody hmm interesting suggestion. thanks! Silly that this is what it would take to get this effect though, but good way of thinking outside the box

  • Hi there,

    I was doing some forum searching and saw some conversation about this, but I want to be clear. I'm not so much talking about random rotation as in animated, but simply being able to spawn particles themselves at any random position 1-360.

    Is this possible somehow? I can imagine how having rotating sprites all actually turning as they go up to be cpu intensive, but it seems like simply positioning the sprite at the moment of creation to be random would not be a problem and it would make a huge difference in terms of particle quality.. a smoke effect with a single sprite each appearing at the same angle is noticeable.

    Thanks,

    Caleb

  • QuaziGNRLnose yes the capx was modified with touch so i could test in mobile since all examples use mouse for interaction. that was all i did to it. https://www.dropbox.com/s/cg5yk5ios9d4z ... .capx?dl=0

    I'm glad this is consistent to everyone else. I'm not sure what I could have changed to cause the ground to not load unless somehow the touch object doesn't but now everyone has the capx to see for themselves.

  • QuaziGNRLnose I did a quick first test with the morph demo.. here were the results:

    • safari and chrome load the app on my iPhone 5s running iOS 8.1. The ground does not render.. only the 4 lights and the characters
    • running this same test on Mac (Yosemite) with Chrome shows no ground either
    • running this same test on Mac Safari actually also fails to display the ground

    If you notice the camera not behaving the same as the original demo, its because i replaced the mouse object with touch so touch screens could interact with the screen at least a little bit.

  • fasasoftware I am working with QuaziGNRLnose on this testing. I have experienced the black as well in some example tests as well as issues with orientation. As it stands, xdk / cordova is lower on his priorities because he's got broader issues to work out before he can start debugging things going on with XDK.

    As it stands, we're not sure if it's actually Q3D at all or if it's something with Cordova somewhere.

    Are you targeting android or iOS? Up till now my focus has been iOS, I haven't done any testing with Android yet, but I have a Galaxy S4 I can test with because I'm wondering if the bugs

    Also have you tried PhoneGap? I have not done that yet, but it's something I want to try out today to see if the issue is Cordova as a whole or XDK specifically that's having issues.

    lots of questions, but plenty of stuff we can discuss and try in the meantime to help him know what's happening where and with what by who

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  • QuaziGNRLnose I just tested your morph demo and it did respect landscape unlike 2d physics collision testing and lights and geometry tests.. so it's good to see that working well.

    Running the demo, what i noticed this time is that it loaded and got no errors however the only thing that is visible are the white cones.. i don't see all the animated guys standing around in the demo.

    i replaced mouse with touch so i could move around the camera. this worked overall for the quick hack it was and could pan around (till my finger hit the edge of the screen) but no guys in the scene.

  • well keep in mind we're buying in early to help him make it better. he's not being idle or unresponsive, but there are a lot of people who would like it to work perfectly how they want it to work and this isn't always the same result..

    People need to be patient here and express their input and opinion but don't make this out to be him failing you. he's putting in a lot more work than your $15 or even $30 for newer adopters

    tutorials and all of that very important stuff will come once the tech he's developing gels a little more. if he were to go spend time (time making this better) supporting each of your complaints / demands the longer this will take to get to a place where it's not going to change so radically that tutorials become outdated after a single update..

    On a quick note, I wanted to also report that I got the plugin to work with XDK/Cordova, BUT right now (and this is a brand new issue, so relax) it seems that Q3D wants to hardwire into Portrait perspective and seems to not want to be able to rotate to landscape. This was very basic testing and it has been reported so it might be something simple I could do to fix this or it might just need to be something addressed in a version later than 2.2.

    Thanks

    Caleb

  • I was informed that a new update is coming in a matter of days that should address the error stuff

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part12studios

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