Sir LoLz's Recent Forum Activity

  • The animations for the player object

    The first number in the animations name is the direction (360 / 8)and the second is the action ("S" meant slide I think and "i" means idle). The animations name represents the direction (of the 8 possible facings) and the frame represents how far into an animation it is playing"

    So I set the direction by only changing the number in the name with Set animation({direction to face}& right(player,animationname,1))

    the same is true the other way around. so when want to play an action (idle. stiffing, ect) I reverse it

    set animation(left(player.animationname,1) & {action}

    I have shelved the project for now tho. I was having a hard time getting people to test with and I doubted the game would be a success. So I decided to work on another project

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  • megatronx

    There are shaders but I am not using any. the toon shade was added with the tool I rendered the sprites with.

  • > adding a horde based survival mode.

    >

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    > I am adding it so that way you can play on your own. but it will still work online for co op play

    Are u using cell shading shader for q3d?

    no. that is how the sprite looks. (I use billboarding like in doom)

  • Never heard anything about my rendering issue. guess it's time to improvise.

    I ended up creating a new object I named "Imposter". what the imposter does is copy the world at an offset. creating multiple copies of the same space but so far away they don't see the other worlds. I then place each players camera in their Imposter world.

    youtu.be/d18RzjRillU

    this does mean that the strain on performance will grow exponentially . but considering I plan to get assets simple it should be fine. plus I can still do optimizations. such as only spawning imposter sprites if that player could see it anyway

  • thanks totoe

  • mmmm I have been trying to get around this limit but I don't think it's possible. from my experiments I think that Q3D can only render the entire 3D scene once per tick.

    I was able to get it "working" by only rendering one viewport per tick. But this has the obvious side affect of dividing the FPS among all windows. so I can do 2 windows at 30fps, 3 at 20, ect. So I am realistically stuck at 2 windows at 30fps.

    QuaziGNRLnose I know that this plug in is deprecated. But if I offered to paypal you some cash would it be possible to get an extra action added? I need to be able to render a viewport, change the 3D scene (change the sprites frame), then render another viewport in the same tick?

  • I have run into an issue with rendering.

    My game has split screen support. and I want to be able to render different frames of a sprite object to different view ports. I was hoping if I set the frame skip ratio to 0 and then manually triggered a render for each camera I could achieve this

    however this does not happen. instead the frame used in the last camera render of a loop is used on all view ports.

    to experiment I set it to only render on a set loop index. and sure enough if I set it to render only the first or the second then the sprite render correctly.

    any idea how to fix this?

  • mmm.... So I am having a hard time importing textures for my model

    instead of loading the texture as one big texture in the animation file. I want to load textures with a material file (enabled with the "model materials" option under an objects "material properties" section.)

    however the textures never load. what formatting is Q3D looking for?

  • work on my project is getting there. I got most of the gameplay stuff done.

    I finished the weapon stats. such as bloom, reloading, firing rate. and what not. the host will be able to tweak these things. that way they can make the game more strategic or chaotic.

    next is some sound settings. the bullet now has 2 sounds. one for fired up close and one for fired far away. the game will mix the two depending on how far away the player is when the sound is fired.

    as far as game things go it's programmed. just need to start making the finalized art assets and work on the UI/presentation.

    youtube.com/watch

  • > looking sharp. it's using the q3d physics yah?

    Actually, No.

    I found it a bit too unreliable so I'm using the good old C2 Solid behavior.

    The cars' physics are actually just 2 2D images.

    I'm trying a fake 2D jump & falling behavior as well which is the hardest part, I'd like the cars to jump & Fall. But i won't really need the behavior.

    heh me too :P my shooter uses the default C2 physics as well.

  • looking sharp. it's using the q3d physics yah?

  • I’m not going to make a video on it as I don’t really have time. But also the truth is thats really it. All I did was add a physics behavior to the player. Every tick during the players movement the physics velocity is set to zero. And then I apply a physics force to the object in the direction I want the player to go. Then the physics behavior takes care of the rest. There is really not much more to it than that.

    Here is a picture of the code. I would suggest you gleam from it what you can and apply it to your own needs. something to keep in mind is my world is actually 2d. and I render the 3d one on top of it. so all of my movement is done with the normal C2 commands. I then use "on created" and "on destroyed" events to set up the 3d world. then those 3d assets are positioned in the same place as their 2d counterpart.

    I would suggest you experiment with it a bit. If you get stuck I will be happy to help iron out any issues. but again this is something you have to do for your own project. My code is custom made for my own needs.

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Sir LoLz

Member since 1 Oct, 2014

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