GeorgeZaharia's Recent Forum Activity

  • I was not offended in any way lol !?!? Yes ofcourse I'll add it in 0.6.

    Is there any other requests ?

    was thinking maybe i got to harsh in typing or something or got you the impression i was pushing it to far i apologize if i did that, wasn't intended, im actually "coolio" .

    as for implementations or request not that i can think of, no.

    maybe 1 thing... babylon audio plugin and ffx effects ? that wold be dope real 3d audio placement in C2

    playing audio at object in 3d coordinates id be jamming all day )

    but maybe that is in the future plans

  • well personally i like how you did the naming pick, im not saying that, i was just asking if is possible, to implement1 expression/function what ever is it called im not js coder?

    that sets the newmesh.name when we create newmesh 10 times set name to box&loopindex or something. couldn't that be solved like that? or atleast giving a try see what complications are ? maybe you overthinking the implementation?

    btw im not trying to offend you in anyway what so ever.

    was just trying to understand if is possible if not, no biggie, you call the implementations not us.

    we just suggest, if its to big of a hustle or by implementing it drops other features that are cool, then dont.

    P.S we dont request the ditch of naming, u understood wrong.

    we where requesting to have the ability to set the newmesh.name by calling "set name" lets say using events if i create 10 instances of the same object.

    i hate forum posting, talking with voice is so easy to make urself understood.

  • Again, in your example you are not choosing which sprite to move by its name . So whats the point of cloning a sprite if you cannot access the clone you want ? You let C2 grab whatever sprite and change its position.

    To be clear: You cannot go to the event and choose Sprite 5 -> and then apply whatever action to it , But using my method, you can do that easily with the MeshArray.

    I want a capx where you clone a sprite and access several clones.

    yes but the capx i did, if i do the same thing for Babylon3d objects they dont act like that. that is what i meant. i can pick each same sprite by the iid. if i want without having to rename them they all have a different id or name in their own sort. let me do another capx.

    here is the new capx

    notice how i didn't had to rename none of them. if u do this in babylon the new duplicates wont react at all. i tried it didn't work. only the 1st instance created reacts the rest are just like unpickable objects or just canvas draws that are not objects. even if you set the pickable enable.

  • Can you please provide and example (capx) explaining how you make several clones of a sprite by calling their names?

    was about to do that when i posted but had to leave... il do it now il edit this post here.

    edit: here is the capx of 1 sprite duplicated 10 times, and set on a everytick condition to move up or down,

    as comparing with NewMesh object the Babylon plugin has, each new clone of the sprite in C2 act independently, while in Babylon the newmesh if is duplicated, they dont, unless we place them on screen manually and rename them 1 by 1 by hand. or by using the clone mesh array.

    other plugins that do 3d are acting similar as C2 sprite, is not something that isn't possible to do.

    Plus as i said, you already made it in the properties list, so its just a matter to give it a expression. it should be possible, since its already implemented like 99% .

    the only thing you are missing is giving the new duplicate a new name or pick it by the iid instead of meshname ? im not sure how sprites are picked by C2 Ashley could clarify that, better.

    but its way easier to just create 10 -100-N numbers of the same object with system create expression instead of using a clone mesharray then use that as a placeholder then run a index loop to control those clones... which are limited by the loopindex its running trough.

    P.S when i said calling the duplicates i meant i dont need to call their individual name, but the sprite object that is the name that should count for all. in C2 all objects have IID which is individual index value of the same type object, while uid is just a order that is spawned collectively with other types of objects.

    when u create the same sprite 10 times, C2 picks each duplicate by its own IID i guess as being a entire entity, and then picks all Sprites named Sprite, as a family group if im not mistaken, its something same group type of object type of thing, if you understand what i mean, i can get confusing in writing.

    Also i think this 2 manual articles are explaining the best how C2 Sprites work, and what drives the individual clones to act independent.

    Object Types And Sprite

    And a quote entry from object types.

    [quote:33qtfy6o]

    Events are made to apply to an object type. The event then filters the instances that meet the condition. For example, the event "Bullet collides with Alien" is an event that applies to all instances of the Bullet and Alien object types. However, when the event runs, the actions only apply to the specific instances involved in the collision.

  • matriax I am going to add the Change mesh name function, but be aware that the things you two wanna do are just not going to work.

    I'm talking from the point of view of a coder.

    Does C2 have a Sprite array plugin like the MeshArray ? I guess not ...

    no C2 has no mesh array like plugin, but C2 has the sprites like this ... take for example sprite1 is duplicated... right? you dont have to call each sprite by a index... u just call the name of it acting like a container for all. like all are part of a familly. which is what we mean by being able to change the name of newmesh. if u want to understand better play a bit with the sprite object C2 has ul see what we are meaning by it.

  • Do you mean a Function or an Expression :

    - Expression means : Alert(Mesh.Name)

    - Function means : Set mesh name to ("Box")

    Yes whatever that is I will add it.

    Yea i meant Function... if that is the one that alters the Mesh Name.

    something like the bellow image... i just cloned a function in the action common.js just its not linked to anything so errors all over the place.

    the above image should change the bellow value

  • simple duplicating capx

    manual duplicating

    i understand that... the thing is ... you already have implemented the SetMesh Name... in the properties... is it possible to just add that as a expression?

    for example

    this is my 100 loopcount  condition :  
                    Action -  Systemexpression   create newmesh at x y
                    Action - NewMeshObject - Set: NewMesh.Name to "box"&loopindex[/code:3ifs3ic6]
    
    same as you wold do for the clone array... but for the self NewMesh.Name
    
    i think i need to record a video so you can understand properly or show it to you via skype or something. all the expressions i want is there... its a matter of enabling the properties name into a expression input
    
    why im asking this is because
    
    if you clone the mesh... the new named mesh you have to run a loop so you can pick them and make them do something
    
    while if you only change their name directly ..when its duplicated... then its acting like a family object.. and its reacting to everything u tell it to do, without having to run a loopindex to pick them up... which has its own limitations, and eats a lot of resources.
  • P.S: If by name you mean the mesh name , there is the expression : Mesh.Name

    Waiting for your suggestion

    the image you are showing is again... about the Clone objects, im not talking about the Clone name...

    i am creating the same New Mesh using the System expression Create... while i do that the new mesh is created multiple times...

    but i cant rename their names... their names being the same as the one set in the settings

    i was saying the name from properties to be able to be changed... using Actions

    this wold cut off the hustle with cloning. you just create new sprites of the same instance basically and just rename them ... same as you wold normally do if we wold drag and drop the same object and rename the properties value.

    you get me?

    look at the following image i just placed the same object manually in the screen by hand... and renamed each of them by hand... changing their properties name... now what im asking is ... can the properties name be set form the expressions? that wold cut off the cloning process using the mesh.array or other placeholder.

  • X3M hi, i wanted to ask you, is it possible instead of doing all those cloning stuff, just to add a name input for the newmesh type?

    This is more of a request then a suggestion since only makes sense in having it and many i guess wold agree:

    like for instance... at the moment, if i want to create multiple newmesh instances, they all have the same name, and the name of them it only can be changed using the clone array, or by placing duplicates in the screen and change it manually, but ... wouldn't be much simpler to just add a expression ... set name? i mean that wold drop the need of cloning... plus cloning a mesh with the array has weird issues, you will have as you shown to run loops every tick in order to move them, which are very cpu intensive if you plan on hording around 200 objects and add some weird effects to them.

    hope you understand what im talking about!

    P.S the Set name parametter is already there - in the object settings left side ... you only need to place it inside the object.expression so we can call it with conditions, to our needs.

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  • It´s a Bug or I´m doing something wrong?

    I have two files:

    Arnold2-2.ttf

    nVizinhos.css

    When I export the project, they become:

    arnold2-2.ttf

    nvizinhos.css

    Windows does not matter, but Linux does not find the files.

    its not a bug, by default C2 on export, it renames all the files to lowercase, to avoid miss usage just rename your files with lowercase in your project before exporting and use the names as they are

    im guessing your using the exact names with uppercase in your project, and Linux is hyper-case sensitive locked, which is why wont find your files.

    Bumping this thread.

    Is C2 supposed to lowercase the names of the imported files?

    yes

    just name all imported files to lowercase names, and everything should be ok. same applies to videos or anything else.

    see the official bug report and response of Ashley on this problem since February Lowercase Bug report

  • The vertex morphing can only be used with the new created meshes because the meshes that are loaded inside a scene have their matrices locked by the 3D editor, I will add examples later

    so that means, if i clone a material and morph that one the vertices should work with morphing with that one?

    also i noticed, if i clone a box for example, i played with the last example myself also, the one with the wall, and i cloned a box from there, i took the one with name Box and cloned it 10 times on scene loading, everything worked perfect, but ...

    when i tried to modify their scale size it didn't work for the clones, i can alter their position or colors by calling them all Crates collectively that means every Crate object wold do the changes, just the new ones, dont rescale they just react to position and color change... do i need to enable them or something? also i did enabled the mesh after creation so should work, but sadly it doesn't. am i missing something?

    also if i try to pick the new clones by the name Box since their a clone of the initial crate with mesh name Box, they are not picked, are they getting a sequence number or something when created? or are they set on default to Box001?

    take your time, the progress so far is amazing, i cant wait to get some Audio Analyser Demo done with it, its already taking shape hehe reacts awesome to music beat rates. and Performance is just incredible i dont brake under 60FPS no mater what i do. its perfect.

  • The 0.5 version have Mouse Lock or at least he told me that here:

    https://github.com/matriax/Babylon3D/issues/4

    I still not search for that, still figuring how do all from scratch. A bit confusing to manage the X,Y,Z and camera target , hope with some template be all more clear.

    yea i didn't seen it lol... i modified my early post, this is just awesome.

    its doing the mouse lock like i was thinking just set camera to mouse lock on click. which is awesome. best plugin ever.... i still need to learn how to morph the vertices and see why after i change mesh vertices, they dont shape the object to the new values... X3M maybe it needs negative values?

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GeorgeZaharia

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