pedroRocha's Recent Forum Activity

  • I know he's put a lot of work into it but i would have to advice anyone against buying this plugin at the moment.

    Support is non existent, i've asked questions that never get a response.

    There is no documentation.

    The few examples that come with it use deprecated commands.

    Yes it requires some understanding of 3d, which i have, but its still all just painstaking trial and error of each command, of which there are many.

    Last I heard QuaziGNRLnose was upset with the limitations for Plugins in Construct 2. Interaction with Q3D is cumbersome because of this. Maybe he's (she's?) waiting for Construct 3 for a overhaul.

    And I REALLY hope that's the case, cause I'm learning to love this plugin, even with all limitations it has. I tried looking up what it would take to make a 2.5 D game in Unity and, God, what a pain. There's really nothing like C2 event system out there. I'd rather have limited 3D graphics in C2 instead of a powerful 3D engine I can't handle.

  • I'm out of the loop. Is there still a limit to how many Lights you can add to a layout? It used to be just four or something.

  • ,

    1. there's a 'collider' fit and a 'model' fit option, are you sure to be using the right one? Also, since different programs handle 3D axis their own way, it's a common problem if you had to turn your model upside down before exporting it.

    2. If you set the 'Material type' to 'Basic' (all the way in the bottom of the proprieties box), the model will be always fully lit. You won't even need any lights in the scene. You can also create a Q3D Light object and set its type to 'Ambient' if you can't use the Basic material for some reason.

    3. No idea :p

    purplemonkey , the only thing I can think of is you have to remember to NOT minimize scripts on exports. I'm always forgetting that myself

  • Ooooh I think I get it now. I didn't know about all those options. I'll be sure to be using that in the future.

    Thank you for your time explaining all this.

  • Thank you for the quick response,

    About these cached textures not being used off-line, I do think it's sign of an issue, because the player will have to wait for those textures to load every time. Weird that Chrome don't reuse them.

    Also there's the bigger problem that the game starts even if textures haven't been loaded yet. The player might think the game is broken and go away. If it's a browser game that depends on ads, that's suicide.

    All that said... I understand if dealing with this is not your priority. After all it's not something that make the plugin unusable, really. But I hope you'd put that in your to-do list somewhere, because it's troublesome for people who want put their games on Kongregate or something, like I've been planning.

  • Hi QuaziGNRLnose, great update!

    Thank you for the LayoutIcon option! Really helping me organize my project.

    Another thing, I think I may have found a problem with exporting projects to HTML5. Not sure if I'll be able to explain it though...

    You know how C2 games can be played off-line, if you already loaded the game once? With Q3D that kind of works too, but it seems the textures are not stored locally. So the game runs, but everything looks black.

    Look at this Texturing Model example in my dropbox. It should look alright if you are on-line. Try disconnecting and then reload the page. You'll be able to see only the debug boxes.

    Unless of course this is some sort of feature so that people can't play disconnected? Or I'm doing something wrong? I didn't modify that example capx other than enabling debug boxes and had this problem with other projects.

  • QuaziGNRLnose, Ziggums

    Agreed, visualizing things in the editor is quite hard right now.

    What I've been doing is I ad to each object an animation I call "icon". In it I draw a *really* rough sketch of how the object look in 3d. It's helpful for navigating the Events sheet and such, but it doesn't help in the Layout view.

    If we had the option to use this "icon" as texture in the Layout, it wouldn't look very pretty, but we would be able to at least identify different objects.

    Or even just use it as some sort of sprite placeholder in the editor? Although that might cause problems if the object is not 1x1.

    Anyway, some improvement in that matter is something I'm really looking forward to.

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  • Whoa, that's looking good!

    I really like the art style, kinda reminds me of Dungeon of the Endless. Also kudos for the clean interface.

    As some have mentioned some clearer / more readable instructions on screen would be nice. And remember the better those on-screen tips are, the least you'll have to worry about tutorials.

    Random suggestion: a drag-and-drop approach to a game like this could work well, I think. Although that would open hole 'nother can of worms...

    Looking forward for this game, and I usually don't even like turn based games. Cheers

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pedroRocha

Member since 9 Jul, 2014

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