Sir LoLz's Forum Posts

  • hmmmm I am not sure whats going on here.

    So I am playing around with my world and for some reason if the 3d actor goes a certain distance the screen goes black. any idea? it seems to be around a radius at the 0,0 coordinate

    youtube.com/watch

    UPDATE: hhhhhhhrrrrrrmmmm...... so I loaded the last version of the project and for some reason it works fine. no idea why this is happening all of a sudden. This is so weird as it worked fine one second and then the next it started going black regardless of resets and reverting code.

    I guess I don't have a choice but to revert to the old build and use the changes in the latest one as a reference to build back up to the current version. whatever happened must have been something inside the plugin that broke. it's the only thing I can think of.

    UPDATE 2: huh so the project file itself must have become corrupted somehow. because I copied the code from the newest build to the second oldest build. and despite the game working exactly the same as it did in the latest build that issue of the screen going black went away. ok then

  • how complex do you need the physics to be?

    I know you can use the raycast object to get the angle of a face and it's height. provided you don't need super realistic physics you could make a raycast above the car down to the ground. you could then compare the change of height and add to an upward momentum. and then if it lowers apply a gravity to this same value. and if the car falls below the raycast (below the level)then set the cars height to the level. (this is just the idea of course) It's not the ideal solution. but it's better than nothing.

  • wow your right. that's kinda disappointing.

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  • I have not messed with 3d collision yet. doesn't Q3D let you use the object as it's own collision shape? or are you talking about separate data that was bundled with the object that Q3D does not load?

  • So by default the multiplayer object will smooth out a moving player to remove jank. I wish to keep this.

    however I seem to have found an issue that I can't seem to get around. I have teleporters in my game that should immediately pop a player to a position. However even if manually placed by game logic the peer will go back to their last position the next frame and then smoothly slide over to the position the host sees them now. despite the fact that just last cycle they were already there. Is there a way to override the smooth out?

    I created a teleporter in the multiplayer demo for a demo. as you can see in the video the peer will still smooth out from it's last position despite the fact i created an event that should instantly relocate the peer.

    thanks.

    youtube.com/watch

  • alone? you wish....

    Space Isolation is a 4 player online maze game that sees one player try to outrun the other three who are hunting them down. First player to reach the score limit wins!

    youtube.com/watch

    http://andyshat.com/spaceisolation/index.html

  • oh dang that stinks. is a fix in the works? or is .js a dead format?

    wasn't their a blender plugin?

  • Hello. my arcade game is stuck at a black screen.

    link to game construct.net/en/free-online-games/space-isolation-11660/play

    it gets these fatal errors that don't seem to happen in other arcade games.

    c2mp.js:1 Failed to load resource: the server responded with a status of 404 () index.html?ott=a590009e-8420-436d-97f2-78e2a571ee34:1 Uncaught (in promise) Event

    thanks.

  • I am not sure if I need it but it seems to be working without.

    no doubt there is a cleaner way of doing this but my solution is to get the dot product for both the front and side. this way I can see how forward and how sideways facing the entity is. I then compare the front dot value to see if it is front or rear facing and then compare the side dot to see what side is facing.

    Video of the effect in action. I am not sure if it's perfect but it seems ok to me.

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  • oh ok that makes sense. and yes after some more test you are right it does return a positive number or negative number even if it's high.

    I might normalize later but I seem to have found another way? I either am normalizing the vector unintentionally or my math is only working in this isolated case. But either way it's working in the range of -1,1

    by multiplying the distance between the enemy and player by 3 and then dividing the dot product by that it seems to be returning a value between the range 1,-1

    as you can see in the photo when the only thing that has changed between the two snapshots is the distance the manipulated dot product has not changed (roughly as I manually placed the instances so it was not moved on a straight line)

  • mmm I am trying my hardest but I must be overlooking something.

    after digging this was the simplest understanding of dot product I could find. ( (a1,a2)•(b1,b2) = a1b1 + a2b2 )

    but the code is not working as implemented (is not returning a number between 1 or -1)

    It might be looking me right in the face but I am stuck right now. any input?

  • Hello.

    I am working with a 3d plugin and want to do doom style graphics were enemies are sprites. I am stuck trying to figure out how to make the correct animation play depending on what direction an enemy is facing relative to the player though.

    I have 8 animations named something like "action0) were "action" is what the animation is of the character doing (idle,walking, ect) and the number at the end is the direction.

    I first looked at finding the difference of angles between the camera and enemy but quickly found out that would not return the correct angle of facing.

    any help would be appreciated

    Thanks

    UPDATE: So after some extra digging I know I need a dot product. This is the equation as I understand it ( (a1,a2)•(b1,b2) = a1b1 + a2b2 )

    but the test I set up does not seem to be working (is not returning a number between 1 and -1 ). no doubt its staring me in the face but I have brick walled. any input?

    UPDATE 2: so I think I solved it

    the above math was correct in that it was indeed giving a positive or negative value related to the facing of the enemy relative to the player. it just was not in the range of 1,-1

    I seem to have gotten it inside that range though regardless of the distance by taking the distance of the player and enemy and multiplying it by 3. and then dividing the dot product by this number. it seems to be working so I will stop with this result.

    as you can see in the two screenshots in the image the dot product is now inside the 1,-1 range regardless of the distance.

    UPDATE 3: seem to have the solution implemented.

    no doubt there is a cleaner way of doing this but my solution is to get the dot product for both the front and side. this way I can see how forward and how sideways facing the entity is. I then compare the front dot value to see if it is front or rear facing and then compare the side dot to see what side is facing.

    Video of the effect in action. I am not sure if it's perfect but it seems ok to me.

    Subscribe to Construct videos now
  • Has anyone figured out how to do sprite billboarding in with Q3D in C2? I would like to do doom style rendering with sprites that will change the animation based on what direction the other sprite is facing. But I can't figure out how to determine what sprite to display based on the direction of the entity relative to the player.

  • problem is that is a big hurdle. most of the short comings can be worked around. but not being able to play 3d animations well is a major hurdle.