purplemonkey's Recent Forum Activity

  • Recently implemented a hugging mechanic in our game, because why not.

    Click image for better quality

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  • kmsravindra Yeah, I messed around with it a bit more just now and added collision checks and a rather iffy snap-to-grid. I fiddled a bit with stacking but I'm not sure of the best way to go about it.

    I 've updated the example ( you might have to delete cache or just refresh a couple of times to see the new HTML version) + capx file. This is unfortunately all the time I have for this particular project, so someone will have to continue to build upon the project if they want it to work well..

  • miketolsa Try again, it seems to work fine for me.

  • Okay, so I tried imitating that three.js voxel painter by using the RTS example provided by QuaziGNRLnose

    It went so-so, I don't really have the time right now to figure out an easy solution for the snap-to-grid mechanic nor stacking of object. But other than that, it's all there.

    Try it

    Download Capx

    (LMB to create a box and RMB to destroy it. Camera controls are WASD, hold MMB to rotate, hold RMB to move, mouse scroll to zoom in/out.)

  • purplemonkey Just set q3dsprites relative to a position in front of the view port.

    that way, the camera coords and rotation become the values you use for the sprites.

    if this doesnt make any sense i apologize ive been up all night (working with q3d matter-of-factly)

    Hmm, I want to use 3D object and not sprites, does this make a difference? I'm finding it a bit iffy to make a static UI with 3D objects that always follow the camera, even though it's rotating, always focusing on the player object as well as zooming in and out..

  • So, uh, what's the easiest way for a constant 3D GUI overlay? (I'm guessing I can't use 2D GUI methods)

  • > All right, I managed to make something out of my test scene.

    > Try it, roll a ball, collect come points and win the game.

    >

    Hey! looks great! Maybe the ball runs too fast but as example is great. C2 Download sample?

    Thanks! Eh, the code is all jumbled in this one, it wouldn't really be wise to share it. I might do do a simpler scene to share though.

    purplemonkey

    Very cool! for the trees you can try creating compound colliders by using a thin cyclinder collider for the trunk and a sphere for the leafy ball. In debug mode you can trial and error and visualize the position of any extra colliders you add. this all has to be done with action however you can make it automated in the on-created trigger.

    Good idea, I'll definitely try it out!

    purplemonkey:

    Very nice scene! I really like the atmosphere--fog, clouds, use of color. It drew me in right away.

    Hey thanks, man!

    QuaziGNRLnose How do I go about creating a ".qfx" shader? You said there were packaged files for download but I can't seem to find them. Also, would it be possible to implement things like AO (ambient occlusion) in scenes? How about post processing effects DOF (depth-of-field) or "god rays" and such?

  • All right, I managed to make something out of my test scene.

    Try it, roll a ball, collect come points and win the game.

  • I cannot for the life of me get shadows to work. Sigh..

    Edit: Okay, I seem to have got shadows to work, at least.

  • Im going to compile some new examples probably some time in july.

    I look forward to this. Personally, I'd like to see an actual project like the Tiny Tank demo or something similar so that I can break it down and understand how it all works. Either way this does seem like a pretty capable plugin!

  • atomoso Congratulations, man! Your game has such an interesting and unique style!

  • This should be fixed in the next beta.

    I can confirm this. Greatly appreciated, thank you!

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purplemonkey

Member since 1 Jan, 2014

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