blurymind's Recent Forum Activity

  • guys, this is FREE for indie devs and has skin deformations- which spriter does not have.

    Yet no plugin, so we cant use it with c2.

    Same for dragonbones.

    It seems like all the free options out there are not available to c2 users yet

  • ah i see. It just seems very strange that it acts as if it has gravity rather than decelerating.

    And that it only works as expected if the particles are killed when they stop.

    Is there perhaps a plugin that adds the functionality i am after?

  • OPTPiX SpriteStudio, a 2D Sprite Animation Data Creation Tool, reduces the time to create sprite animation data and significantly improves production efficiency.

    With OPTPiX SpriteStudio, designers can create sprite animation data independently. Also, the "universal" data can be used in various game engines.

    http://www.webtech.co.jp/eng/spritestudio/

    Indie version of this software is free, without limitations.

    follow these steps:

    1. register on this page (use google translate):

    Link(s):

    https://act.webtech.co.jp/ja/indies/sstudio/sstudio/?_ga=1.46906023.1253199958.1458679226

    2. check e-mail for your indie licence number

    3. download software from here:

    Link(s):

    http://www.webtech.co.jp/help/en/spritestudio/download/

    4. install SpriteStudio / paste your licence

    5. done

    Now all we need is a plugin for c2 <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Btw the software can already export to html5, so it might not be so hard to make one.

    You can get the indie license by going to this page:

    https://act.webtech.co.jp/ja/indies/sst ... 1458679226

    right click>translate to english and fill in your email.

    The indie license lets you use their software without limitation on games that make up to 100 000 $ per year.

    The pro license is 600$, but you only need it if you make more than that on the game.

    http://www.webtech.co.jp/spritestudio/indie/#anc1

  • Ashley I can appreciate your point, but in this case you can simply make the behavior work as you intended - on a negative acceleration (deceleration) with time scale and zero gravity, it should not start moving in the opposite direction when reaching 0 speed. It should stop to a halt and stop being active until timescale kills it. It is currently adding gravity and there is no advantage of having it go in the opposite direction

    So no need to add a new gui element- simply fix the behavior's bug.

    then we will have the feature and at the cost of no extra input box

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley - i want to keep them for a while when they stop. Then after x seconds pass (timescale), destroy them or freeze them (they cant be interacted with and are no longer active in order to save cpu).

    is that possible to do? If not - it would be very useful to have it. Keeping the particles present adds to the game feel. The player knows that way that they left a mark of something happening to the place. Particle permanence!

  • Just use zero gravity and a negative acceleration.

    I already tried that. When I use zero gravity with negative deceleration and set the particles to a high time scale- instead of decelerating to a halt, they start moving in the opposite direction after reaching their peak- as if there is gravity.

    Ashley just try doing it and you will see - this might be a bug in the latest stable version- if you didnt intend it to be that way. Can you share an example where they stop and stay alive until their timescale runs out?

  • You'll have to create your own collision responses, etc.. Or use a container and have a sprite object for every q3d sprite, and position the q3dsprite to the location of the regular sprite, then reference the regular sprite for any collision stuff.

    Prominent

    I tried setting up the 2d sprite to track the position of the 3d sprite and it did not work <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Can you share an example?

    I actually want to do the opposite- position the 2d sprite to the position of the 3d sprite!

    Is there a way to extract the screen coordinate of a 3d coordinate?

    unity and most other game engines have this:

    http://answers.unity3d.com/questions/17 ... bject.html

    it is pretty important

  • has anyone figured out a way to have the q3dsprite object communicate with 2d sprite objects? It cant collide, it cant be clicked on. Can it do anything?

    Is there a way to set a 2d sprite to always overlap a 3d bone's position? What is the math to achieve that - we need to make up for the missing z axis on the 2d sprite?

  • when using skeleton animation, it plays but, the mesh skinning data is broken:

    three.js-r71\three.js-r71\examples\models\animated\monster

    exported from blender as threejs skeleton animation

    Is this another bug (threejs exporter or q3d) ?

    The export and import of js models is SUPER FLAKY

    This is the shittiest export/import of skinned mesh i have ever seen in a game engine. Its almost impossible to get any decent export from blender to q3d with threejs official exporter.

    I managed to export it by using only e a deformation armature, with euler - it took a whole day of trial and error.

    This is due to blender's exporter.

  • Has anyone found a way to attach a collision box to a bone? How does one handle colision with bones in q3d??

    Edit: oh found it - you use the q3dBone object's pick condition.

  • >

    > Prominent can you reupload the example file please? The links are dead!

    >

    >

    that link still works for me.. but here's a new link anways.

    https://1drv.ms/u/s!AhHSZHEulqh_gSwz5N36ab9E-zgq

    Awesome! Thank you.

    Btw in my playtest the player sprite disappears when behind a railing

  • QuaziGNRLnose Your animation parser has a bug in it! If any of the morphtarget names in the json file contain an "_" (which is btw most example files available on the three.js github - and also what blender's threejs exporter uses!), the morph animation will NOT work at all - it will fail to be loaded!

    So when your anim.js file looks like this:

    [quote:19ma70qq]

    "morphTargets": [ { "name": "animation_000", "vertices": ....... you need to manually rename it to this: [quote:19ma70qq]

    "morphTargets": [ { "name": "animation000", "vertices": ....... This sorry piece of crap bug wasted me some time and frustration! :/ Please correct it, as it causes any animations exported from blender to fail

blurymind's avatar

blurymind

Member since 6 Dec, 2013

None one is following blurymind yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies