DozeMaster's Forum Posts

  • why are you using r45? current stable release is r216 been over 4 years since then ... the rest is a bit of misunderstanding ... people take to literally the front page words... as a design the software in my opinion does what the creators says... outside that is a matter of how u use it and for what ... but i hear you when u say ... where is the native exporter... is a long debate about it on forums lately.. maybe will be added in c3?

  • Gigatron thats some cool info there looking forward for more progress

    offtopic: always wanted to ask a coder ... is there a way to morph a image in c2 similar to the way agar.io is morphing the blob when it hits other objects or walls.. without creating some other sprites... but altering the image points or the image collision points???? i was thinking using a x64 bit image generator but then how wold u control it (maybe by adding the entire code in 1 plugin but outside that) , and how intensive wold be for a c2 frame to run something like that that can be easy achievable in jquery ...

  • >

    > > Here is an example

    > >

    > > http://sharkbite.club/cigario/

    > >

    > > welcome to scirra members <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    > >

    >

    > nop dont show cigar.io its not made in c2 false advertised hit f12 and go to networking <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    >

    if you read what i write .... you will see that i never say that is written with c2

    it used c2 in the ios version but not entire the game

    im pretty sure its not using c2 on nothing... ios multiplayer system that c2 uses isn't supported meaning wbrtc isn't supported in ios C2 compilers... it barely works on cordova... as for the webhtml5 version... there is no c2runtime there for cant be made in c2 since c2 automatically creates that file i might miss read the post though.. but outside the fact that game maybe used c2 as a compiler calling it made in c2 is false advertising...

    i replied like that cause i seen similar post around scirra forum... was thinking ur the creator my bad ... i hope u dont read all forums replies with a mean like voice... wasn't intended that way was just saying my point... the game however is awesomely done as a clone... it has a few server ping issues but perfect clone best ived seen out there... i wander if u have a idea of how the blobs "liquid contraction" was made when it hits a wall or moves... is it some js u might have a clue of?...

  • >

    > > Just send me a source code example of how to load a texture in Q3DModel format .obj!

    > >

    >

    > if ud read the posts so far and find the manual also ud figure it out by this time without making a useless post request... just name ur 3d model animation to DiffuseMap thats all u have to do...

    >

    Maybe I'm stupid, but I can't do anything. Please throw me an example

    nah ur not stupid mate, u didnt take the time to find the right answer even though i already told u so ... to add a image on a 3d object u do this ... add ur q3dobject once u did that in the right side of object... u right click the 3dobject select edit animation on the animation list that in the editor ... rename the Default to DiffuseMap .... add some image inside the editor and close it and done u will want to disable the any phong settings that wold change ur 3dobject color (as 3doymo physics behavior that has a testing checkbox making texture random change color ) dont have time for a demo but u can go to first page of this post... get a q3dexample file open it in c2 and see the files there...

  • Here is an example

    http://sharkbite.club/cigario/

    welcome to scirra members <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    nop dont show cigar.io its not made in c2 false advertised hit f12 and go to networking <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • this is not made in C2

    the compiled version uses a iframe but the game itself its coming from a hosted source ... via php and custom js... that u can download from github ... im curious about the bending effect how u did it is it the vector2.js u have there? or other custom thing u did?

  • Just send me a source code example of how to load a texture in Q3DModel format .obj!

    if ud read the posts so far and find the manual also ud figure it out by this time without making a useless post request... just name ur 3d model animation to DiffuseMap thats all u have to do...

  • Gigatron this starts looking better and better... u got to much time on your hands hahaha i love it though

  • trigger once on co2 spawn?

  • if you have ur particles in flash or gif u can use any tool that allow u to explode the gif into frames, or select individual frames of it, photoshop cs6 and image editor visual studio smth was it a old software meant for that, if not u can use gif.maker online or smth like that , i wold not use pngs for the particle effects, it wold be less memory consumption if u use jpegs with a black background and use blending mode alpha , it will automatically remove the black color and ul have ur particles more realistic looking,and less memory usage per frame, but now depends on how much color they have. and what is the background color, u have to trial and error, till u get ur working settings.

  • i still dont get it, ... the demo is awesome... but what is the plugin doing? is it for the road ?

  • you can rotate objects by telling them to rotate towards a position in your case when the touch is active rotate towards the angle or position the touch x y is at ... rotating ship by rotating the wheel is basically similar just instead of using the angle u use a variable(number) that increase or decreases as the big wheel turns left or right...

  • for split screen you can do that easy with 2 viewports(which acts like canvases areas as an object) trough q3d plugin... but then not sure if u want to use any 3rd parties.

    or you can ask Gigatron to see if he can implement the viewport in his ThreejsCanvas plugin he is working on which is using the same libraries as Q3d since both are based on ThreeJS

    or you can make a 2d canvas viewport based on the ThreeJs but using the Canvas2d? not sure if that makes sense or how hard wold that be.

  • you mean stomp action? like mario jumping on mushroms?

    if your using platformer behavior for jumping and control... u can easy do this by adding 2 conditions on colision with enemy and detect if the main player is above the enemy... so the conditions wold be

    1 on collision with enemy

    2 is mainplayer falling ...

    action destroy enemy

    it may not work properly ... but the main idea is to calculate the main player position when he is above ... also if u using platformer behavior.. the only way you can make things solid, so the main actor can behave, like he hit something solid is by adding the solid behavior to other things in game...

    i think there is a platformer example around forum also.. doing exactly those things. ..

  • try instead o resetting all variables to 0 using a dictionary? and clear dictionary but keep the userid outside the dictionary in a global variable? that way u only need to clear dictionary .. or same as dictionary u can use arrays ... if that is to complicated you can always set the variables u need to reset to initial value manually by setting the actions for each of them when player lose like this : variable 1 set value to 0 etc that way you have bigger control on what u reset and easy to understand...