shinkan's Recent Forum Activity

  • Understood! Thanks.

  • QuaziGNRLnose

    Quick question, sorry if this was asked but there's a lot of pages and search was not helpful.

    Did you thought about adding a Q3DCamera object? Nothing fancy, just a helper/icon to better visualize position and rotation of the camera.

    Great plugin btw, been playing with it for two days only but there's a huge potential in it, well done sir!

    EDIT: One more question. Displaying plain 2d text in 3d space? Maybe something like 3d SpriteFont?

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  • Could you please update it to alpha2?

  • Maybe not 3d, but real 2.5d would be nice.

  • shinkan

    Like a dummy object, but I would add the ability to import an object at runtime.

    Maybe not dummy but more like a component.

    As for the import at runtime... Yeah. It depends of the C3 workflow (?) really, and I can think of only two possibilities:

    1. You could make components made of previously defined objects - in this case this would be like a container, that holds included objects - So you can add to layout just the plain sprites or components (sprite1+sprite2+tiled background for example)

    2. Component is just an empty name/place/thing and everything you want to add to the layout is made of whats inside of current component. You can't add a plain sprite to the scene, because by itself it's doing nothing. But instead you need to add a component - which contains: sprite, collision, behavior - and this makes an object complete and ready to use

    Either way if that kind of control be possible in C3 than "wow".

  • Animmaniac just to add to your wonderful post. I would like to see "GameObject", "Prefab", "whatever the name is" approach to objects in C3. Just like Unity or UE. Where you place an empty object and then you add what you want and need to it.

    -GameObject

    - sprite (set texture)

    - collision (poly, circle, line...)

    - behaviors

    - etc

    and on top of that, don't know how it's like in Unity but in UE4 for each object you get blueprints to setup how this object behave in editor and in runtime.

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  • Well done. Really like all the effects,

    One question for the Shift. Like you said "behind the shifted texture the image is slightly transparent", but if you add 1px empty border to your sprite (been using your dissolve.capx) then transparency goes away and then original texture is shifted. Is this supposed to work like that?

    I mean, perfect scenario would be, to be able to choose between:

    • shifting just the texture
    • shifting a texture with border pixel repetition

    anyways, good job.

  • It let's you

    • send statistics
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    Can also test if user is a guest or user have log in with his/her kong name.

    yeah, manual entry for this object is missing since... well a very long time.

  • Can you give some more details?

  • MODO is like any other 3D modeling/animation/etc soft, you can export images from it and import as a sprite frames in C2.

  • I'm in as well, +1 from me too.

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shinkan

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