tunepunk's Recent Forum Activity

  • The engine already sopports import of SVG files, but could really use a way to use it in the engine.

    Vectors has a lot of cool uses, and is commonly used around the web, for both animations, and lightweight UI.

    UPDATE/EDIT: (edited my original post to reflect the many uses of vector shapes, other than graphics, discussed later in the thread)

    I also posted idea here --> construct3.ideas.aha.io/ideas/C3-I-729 explaining how some of the first steps of supporting vector shapes could improve Construct 3.

    Reasons for supporting vector shapes in the editor.

    First step, Simple shapes and curves (not rendered)

    1. Animating objects along paths, curves and shapes. (would be very needed with a timeline feature)

    2. Defining areas and collisions. (Could be used as a null object instead of using dummy sprites.

    3. Working as null object, and making the use of Dummy sprites a thing of the past.

    4. Could be used to deformation purposes similar to how spine and spriter works (deforming shapes along a path, deforming the shape containing a sprite)

    Further uses, (rendered shapes)

    1. Basic shapes for buttons, UI, icons, etc. (A very lightweight option that would scale well)

    2. Import of SVG, for more detailed vector graphics.

    3. Support for vector animation and tweeining individual points (much like how Flash used to work)

    Some interesting online tools that use vector, to take inspiration from.

    Proto.io

    Very powerful prototyping tool i often use to make UI prototyping for apps and web.

    proto.io/en/demos (take a the whack a monster demo)

    Animatron

    A pretty nice timeline animation editor, which is pretty close to how I invisioned the upcoming timeline feature to be implemented. Open link and check some of the examples. Really cool and easy to play around with.

    editor.animatron.com

    Gravit.io

    Very cool and competent online design tool.

    designer.io

    Vectr

    Nice online editor that supports

    vectr.com

    svgator

    No need to explain, just look at these beauitiful animations, that would fit well in any game.

    svgator.com/svg-path-animation

    Tagged:

  • I've been doing a bunch before. Almost 25% or so, but have not had much time since my son was born. Feel free to continue...

  • * No camera angles. Only option would be Orthographic and perspective with the same FOV as the new Z elevation.

    * No intersection needed, it's better to limit the plugin to one 3D file + texture per "3D sprite" object. Usage would be mainly as the gifs i've posted in this thread.. Very very simple objects. They act and behave like a sprite but can be rotated in all diretions that's it.

    * Transparency not really needed.

    * Shaders not needed. Surface shading model with any lights/shadows baked in texture.

    * Lights not need because of surface shading.

    * No bump maps, no specularity... just 1 - 3d mesh + texture per object.

  • I linked this thread on the idea request page.

    construct3.ideas.aha.io/ideas/C3-I-55

    If it's not too much work turning something like this in to a working 3D sprite plugin, it would be a welcome cool addition to C3's capabilities while still being a 2D game engine.

    As described previously it's just tedious and memory hogging to pre render sprites many many frames just for smooth rotations of objects.

    If anyone else supports this kind of 3D sprite concept...

    go to link above and upvote and comment.

    A big thanks to Nepeo R0J0hound for making these examples. They are really fun to play around with.

  • Just tried to lerp from 0 to -infinity.

    lerp(0, -infinity, 0.01) so you would get 100 steps from 0 to infinity, but that didn't compute as i expected... lol

  • dropbox.com/s/mo3wkpd8abngcpj/movettest.c3p

    Here's another example..

    Like you said.. you have to select one target, once a target is selected you can then move towards the target... instead of using pathfinder you can restrict how fast it can turn by using anglelerp like in this example.. sometimes it overshoots and turns around...

    Hope it helps..

  • Nepeo Awesome job! and thanks again R0J0hound for the initial example. Took me whole weekend getting halfway of what you did. (I'm not much of a coder so it's trial and error for me)

    Yeah. I'm, hoping at some point getting some help turning it into a plugin.

    The concept of a 3D sprite... similar to the gif attached above. Is what I'm after. There is a lot of cases where it would be preffered to have a simple 3D model instead of sprite with lots and lots of frames, if you want a smooth rotation, or rotate stuff freely in any angle. Simple surface shading like in the example would give the rendered object that 2D look as well, without shadows, lights, highlights, bump etc.

    Since construct doesn't support any rotation other than in XY you're forced to use pre-rendered frames.

    I've often wanted to rotate sprites in YZ angle to get trapetzoid shapes, to get a feeling of depth and perspective. Or flip cards and sprites. Currenlty not possible.

    With the new Z-order elevation, it would be cool to have simple buildings using this 3D sprite method, to create games similar to GTA1 & 2. youtu.be/Z9ZZX1uO7Hg

    Thanks again for the help guys! I'm going to play around with this some more!

  • Not sure, but there might be a slight overhead if you want to pick those 1000 objects using families. Families has a very slight cost to performance, but not very much.

    But it's more easy to work with instances than 1000 seperate objects.

  • No problem at all Sir. The latest example is super as it is too.

    Just found the first example a but more user friendly, since the sprite boundries would give you a hint of where and approximately how big the 3d object will be in your game. Giving you a bit more sense of scale and position when plasing these 3d sprites around the map.

  • Another find here.

    Seemls like something Ashley could make use of. construct using requestAnimationFrame also.

    codetheory.in/controlling-the-frame-rate-with-requestanimationframe

  • Good news? Found this.

    scirra.com/tutorials/9624/limit-your-framerate-build-to-60-fps

    Something similar should maybe be possible on mobile too?

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  • R0J0hound

    By the way? is it a big job to change so that the drawing is done within the specified (uid) sprites boundries, like previous example and also renders at the same resolution as the widht and height of the sprite.

    So if you scale up this "3d sprite" the pixel density will stay the same. not blurred when upscaled.

    If it's not too hard to change.

    The "3d sprite" concept is really great and behaves well in the editor.

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