tunepunk's Recent Forum Activity

  • Thanks R0j0

    You're right. i just saw that in the comments in the capx, the uid and the function setting.

    I noticed that this approach was a bit different from the old example. There you were drawing within the boundries of a sprite instead of the whole layer. The only problem with this new approach is that scrolling is not taken into account, i tried to scroll the layout but didnt work as expected.

    One thing i liked about the old example was that it was "3D sprites" that you can move around and scale like any other object. Translation like position and scale can be controlled from the editor more simply. The only thing you would need to control with code is rotation. This new approach might be useful in certain cases, and maybe more performant, but i think the 3d object as a sprite is more user friendly.

    Anyway! It's really cool work. I'm going to play around with this some more this weekend. Very interesting indeed. Opens up a world of possibilities.

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  • Simply Amazing! R0J0hound Did you write this from scratch?

    The events are fairly easy to understand. The js I'm starting to grasp parts of a bit, so I will do my best to see if i can get it working in c3.

    One thing that's hocus pocus to me is the sprite boxes in C2's layout. what controls if they are behind or in front of the drawn 3d? I could not figure that out.

    I would need some way to contol where the 3d is drawn. some might be on top of everything, like in a character selection screen, where you can rotate the character.

    Some might be in the world behind a tree in the foreground, but in front of the background, in a platform type setting.

    Edit: And I'm guessing when exporting an obj, 0,0,0 will be the pivot point of the object when rotated? Offsetting the object before exporting should change the pivot when rotating the object in construct?

  • tunepunk Thanks! Now I feel like a fool :)

    Not a fool. I just stumbled across the effect a while back while checking what some of them do. I still havn't tried all.

    Just so happens that particular one would be kind of useful in this case, so i made a quick test and it seemed to be doing what he was asking for.

    I just got lucky.... if i didn't stumble across it i would be scratching my head as well trying a similar approach to what's been suggested here.

    Not bad solutions... this one was just a lucky shortcut for that kind of effect.

  • Don't need to overcomplicate things.. Just use the polka dot effect... change frame of the sprite depending on color with different collission polygons.

    Here's an example:

    dropbox.com/s/kvk30fhfuypjsdi/LED.c3p

    if your color matches you can survive in the same color... if not you die.

  • R0J0hound Thank's for the long detailed reply.

    Yes currently it's well above my skill level when it comes to creating plugins. So my first step was to edit this example for c3 (with brute force, vaseline, trial and error) to create a proof of concept and then hire a developer with the knowhow to create and maintain an actual plugin for me.

    Only two shader options. Surface shader and lambert. Surface shader would have the look of the coin below. No lights are taken in to account.

    The specs for such a plugin is quite simple:

    1. Ability to choose model and texture file.

    2. Option to choose between Orthographic and perspective projection.

    3. Ability to set the rotation of the object in all angles.

    4. Any collissions are not necessary as a dummy sprite could do that job if needed.

    5. Object is just using surface shader.

    6. Bonus (not required) 1 directional light source. If off using surface shader, if on using labert)

    Edittime requirement: Just show a visual representation of the models default rotation setting.

    No specularity bump or anything else like that.

    The main purpose of this plugin is to use simple 3d objects for various elements that would have the look and feel of a 2D sprite object (hence the primary surface shading model) but can be rotated in any angle.

    Anyway that's my goal by fiddling around with this old example. I dont' think C2 or C3 should ever become a 3D engine, but simple 3D objects (rendered as sprites) can be very useful, for UI, pickups, card flips, etc etc.

  • Thanks R0J0hound.

    I'm trying to understand this example and get it working to have some objects like coins and other simple 3D elements in games, and rotate them in more than one axis.

    I don't need anything as fancy as Q3D but getting some simple 3D elements in the game. Especially for HUD and UI elements.

    There is a C3 plugin that includes jQuery, so that helped me a bit on the way, but getting errors like the ones you mentioned, so have to try to change them one by one..

    "cr_getC2Runtime is not defined" is probably one of those things I have to replace.

    Hopefully once i understand it better I might be able to (with some help) make a simple "3D sprite" plugin out of it someday using a similar approach.

  • Seems to be that $ is not defined... what's the correct way of executing a script?

    Edit: seems like jQuery is not included. hmmmmm

  • A while back I played around with this example made by R0J0hound. Works well in C2, but can't get it to work in C3.

    Anyone with the knowhow able to help me get this working for C3, as I wanted to continue play around with it in C3.

    Link to C2 project file.

    dropbox.com/s/osmnwshb7dl4zi5/custom_webgl2.capx

    It opens correctly in C3, can't preview the 3D.

    Any help appreciated.

    R0J0hound do you happen to know why it's not updating the texture in C3?, either with C2 or C3 runtime.

  • I guess, but then you would probably need to make a custom shader?

    It would be good if C3 had some kind of simple built in shader builder.

    Basically what I'm looking for is some way to build this kind of stuff from, within C3

    twitter.com/minionsart/status/964257071423283200

  • Was playing around with advanced random plugin and some other things lately, and had an idea that would be pretty cool.

    Some things i would like to do:

    For example:

    setting the opacity of an object. Not with a value but with an advanced input. This could be pretty much anything. Bitmap, the output of random plugin, gradient. Of course this would need to be placed using some kind of 2d Matrix?

    Setting the color of an object using the same method as above.

    If Objects like sprites had an output expression. The output is pretty much just the image data.

    Some possibilites

    * Create simple shaders using this kind of inputs.

    * Applying noise, and details to sprites.

    * Using image or image data or to control opacity/alpha, insdead of using blend modes.

    * Controlling effect parameters with gradients? You could have the top of an sprite have heavy blur and bottom if sprite have no blur.

    I think there's a lot of fun possibilities if Sprites and other similiar objects had some kind of Output expression, outputting the image data, which you can input into something else, like the opacity of another sprite.

    Is this something that would be technically possible?

    I can think of many cases where you would want to have an image or image data is input instead of a single value.

    Ashley

    Just want to know if anything like that would be possible with the new C3 runtime?

  • I still believe though that some minor degree of user setting would be good, like:

    Toggle for Shared sheets on or off,

    Max sheet size maybe?

    I'm sure you don't want to confuse newbies, but I'm also not sure that "one size fits all" approach is very good either.

    Games can vary greatly in terms or complexity and amount and size of assets used, so some minor control on the users end is always good. It doesn't have to be any complex settings. Just toggles or a choose A, or B, C, then we can at least easily test witch settings works best for our game. The default could of course be something with a balanced performance/memory usage...

  • r130 seemed to be even worse with the shared sheets. Here's another one even bigger shared sheet. Shared across all layouts.

    I was under the impression that changing layout, would unload unused sprites, and loaded only the ones needed for that layout. While using these kind of HUGE shared sheets you load a bunch of unnecessary images, backgrounds and graphics kind of beats the purpose of unloading things from memory, as the shared sheets contain everything anyways and are completey scrambled.

    Ashley Could shared sheets possibly be a toggle?

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