Ahhh great, thank you for getting back nivram!
P3D - a framework for 3D applications
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Glad it finally got worked out Schrodinger!
I haven't messed around with it too much yet, but the pre-load setting works great on most of the examples for me!
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Thanks man, this is good to know!
That function could be "powered" another bit I think,
but would make loading times still longer,
so I kept that "balanced" when I saw this gave appreciable results.Glad it shows benefits on your good old toaster ;D
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Bonjour j'ai la 1.2 youpi Merci j ouvre seulement la moitié du champagne
le Bug de history des d'achats et des mis à jour pour d'autres plug-ins est toujour la.Hello I have the 1.2 yay Thank j opens only half the champagne.
the history Bug purchases and updated for other plug-ins is not toujour rules. -
Hello, new user to P3D here. I have a question about objects not coming together properly. I have uploaded 3 screenshots. One is a bed in the corner of a room, another is a table which shows the floor pattern through it, and finally the floor shows gray through.
All objects are 64x64 and I made sure to draw all required animation sides and label the properties properly. Any advice would be much appreciated. Thanks!
Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.
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Hello doublecow1!
From the impressions on the images:
1) and 3) could be "proximity" glitches due to the no-clipping architecture (this is listed among "limitations" of P3D :(),
there's little we can do aside from growing a bit your player animation (>> collision mask) so that it won't get "so close" to the objects to cause those issues.for 2) (texture gaps, another known limitation, but almost totally solved in latest build)
the best solution would be making a "brown" background (instead of grey) to merge seamlessly with pavement tiles,
if this is not applicable (you have different pavements not merging good with brown) you could try the "texture bleed" option
simply adding "X" character in the multi_options string among the alterable strings in the "P3D_engine" object
See if that makes any improvementIf this does not help,
would you mind sending me the .mfa to support(at)lizardking.co?
So I can doublecheck and maybe find a better solution.edit:
on a second look, the "bed" image seems to have a shorter texture on one side (perhaps!),
could it be that one of the side (in the "group.data" = textures) has shorter image than the bed structure? -
I downloaded it because it looked awesome but it said that I didn't have an effect called quad or something like that downloaded so I checked the folder and there it was, anyway it's messing up how games look and I wanted to know is there a way to fix this or shall I just uninstall and reinstall the files?
Thank you -
Hello,
Quad.fx and Quad.xml files must be placed inside your "effects" subfolder of Clickteam Fusion install path,
should be something like this in windows:C:\Program Files (x86)\Clickteam Fusion Developer 2.5\Effects
then you need to restart Fusion, if you had it open when you moved the files
this should do the trick
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I just thought I'd post something here as I totally forgot all about this until I found a pen drive containing the folder "P3D", then I remembered how bloody awesome the thing was for making those early 3D games that I adore.
So this morning decided to just do a bit of messing around and I came up with this which I thought I'd show off:Please login to see this picture.
Of course I'll need to read up about it more if I ever decide to make a full game but manI forgot how fun this was.
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Looks really cool! Nice work!
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I just thought I'd post something here as I totally forgot all about this until I found a pen drive containing the folder "P3D", then I remembered how bloody awesome the thing was for making those early 3D games that I adore.
So this morning decided to just do a bit of messing around and I came up with this which I thought I'd show off:Please login to see this picture.
Of course I'll need to read up about it more if I ever decide to make a full game but manI forgot how fun this was.
ahahah thanks Sinclairian X)
This indeed looks great thanks to your awesome pixel-art skills,
still remember how good that other test you made was, page 5 of this thread
(btw, those issues you mentioned were later fixed in version 1.2)I would like to find some time and make few more tests/examples as well,
i.e. would love making a small 2.5d platformer with "3D twists"a bit like Megaman2.5d:
Please login to see this link.or FEZ:
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ahahah thanks Sinclairian X)
This indeed looks great thanks to your awesome pixel-art skills,
still remember how good that other test you made was, page 5 of this thread
(btw, those issues you mentioned were later fixed in version 1.2)I would like to find some time and make few more tests/examples as well,
i.e. would love making a small 2.5d platformer with "3D twists"a bit like Megaman2.5d:
Please login to see this link.or FEZ:
Please login to see this link.If you ever need some quick sprites/tiles making up give us a shout as I don't mind out helping
I do have a question, just wondering if it's possible to make those sprite scenery objects to not look at the camera? Just so they only face one way and one way only (if you get me.)
Also another question, because I have no idea why it's happening:
Please login to see this picture.It just started happening that tiles that are above or below will turn transparent if there is something there? I have "H" removed from the string in the P3D object but still it happens. It's weird?
(Still haven't figured out the transparency thing, but have some GIF's of what I've been currently messing around with!)
Please login to see this picture. Please login to see this picture. -
Quote
If you ever need some quick sprites/tiles making up give us a shout as I don't mind out helping
Too kind!
I'll try to resist temptation to ask as long as I'll be able to X)Btw, those gifs below look incredibly nice :O!!
Wow.
If/when you'll ever think it's ok for you,
it would be cool making a little video with collected scenes from user made games I'd upload on p3d.lizardking.coQuoteI have "H" removed from the string in the P3D object but still it happens. It's weird?
"H" is for "map" objects (will show transparent objects in the map layer when they are above/below player)
if you have "O" in the string try removing that,
"O" toggles 3d object transparency when they are inbetween camera and player
(say there's a wall between the camera and player, the wall becomes translucent)Though from your picture it seems this happens in front of player, so perhaps that's not the reason.
If the issue persists feel free to send me that gorgeous mfa XD
so I can take a deeper look on what might be going onOps, forgot about this:
QuoteI do have a question, just wondering if it's possible to make those sprite scenery objects to not look at the camera? Just so they only face one way and one way only (if you get me.)
Currently there's not an available "switch" for that, but it can be done with some tweaking.
If you need it let me know and I'll see which lines need to me modified for that
(should be a few inside sprites projection groups)I remember trying that but thinking the result was too much "cardboard" and so not including that option in the final releases.
But I've partly included that "cardboard" --> only vertically,
i.e. see castle example, you can fly with "W", and look down/up with "Q-E"
when you fly above trees and look down, you'll see them "thin", it's probably what you'd like to have horizontally?
I've included this "vertical" version because otherwise it would have looked awful
(try disabling the cardboard effect from castle example, "C" in the string, and fly over a tree + look down.. that feels wrong) -
The world needs another Fez, since Phil Fish quit the industry (I don't blame him, poor guy). It was such a great mechanic that surely has myriad unexplored avenues still left in it that could blow our minds. And with your technical prowess, you might just be guy to unearth them, schrodinger!
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ahaha I'm flattered Volnaiskra XD
I didn't follow that story very closely, nor played Fez,
just casually met that title and then watched trailers and bits of longplays in awe,
Fish clearly had a great "vision" for that game, that's surely a consistent part of the alchemy the game seems to express.I would just humbly love to try something along that line,
for fun and to discover how much good something like that could look with P3D
*gosh* I'm very tempted,
holding hands just for last bits of respect surviving towards my other dozen already asphixiating projects XD (:() -
If you ever need some quick sprites/tiles making up give us a shout as I don't mind out helping
I do have a question, just wondering if it's possible to make those sprite scenery objects to not look at the camera? Just so they only face one way and one way only (if you get me.)
Also another question, because I have no idea why it's happening:
Please login to see this picture.It just started happening that tiles that are above or below will turn transparent if there is something there? I have "H" removed from the string in the P3D object but still it happens. It's weird?
(Still haven't figured out the transparency thing, but have some GIF's of what I've been currently messing around with!)
Please login to see this picture. Please login to see this picture.I might have given up on P3D a bit prematurely so it seems. That looks absolutely amazing.
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That is some unbelievable stuff there sinclairian! :o Wonderful job!
Would it be possible to make a little tutorial on how you created some of that? Buildings, lights, etc.
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Too kind!
I'll try to resist temptation to ask as long as I'll be able to X)Btw, those gifs below look incredibly nice :O!!
Wow.
If/when you'll ever think it's ok for you,
it would be cool making a little video with collected scenes from user made games I'd upload on p3d.lizardking.coI'll send you the mfa in a message, sadly I can't fix it but knowing me it's prolly something I've done/changed by accident. (scrap that, it was) Just a note I do have to limit the game to 30fps with those examples but in fairness I am really pushing the limits with it. If I did make a game out of it, I'd have the outdoor/indoors as separate frames and optimise all the 3D objects, which I haven't here I'm more of an artist hence why I think I've gone a bit overboard lol.
Please login to see this picture.
(Just added in some flying cars :D)I'm going to attempt some "skies + forests" tonight, see how that pans out.
MrCyberpunk
Thanks! It needs to limited to 30fps because it's not very well optimised at the moment, like I should disable some faces on those large building for example, and general 3D clean upIt's just basically lots of cube objects just placed around. I've just made lots of textures for them which are mostly 16x16 to 32x32 textures, which gives it it's pixelated look. If I was going more for PS1/Saturn era I'd most likely make more 32x32 textures but place them within a 64x64 texture. (If that makes sense!) Ideally I should do this anyway to help performance.
Hopefully this might give an idea how I've built the level, (excuse GIFcam's crap ability to handle this stage :P)
Please login to see this picture.(Because of the many people saying about it reminds them of Alien Trilogy, I decided to recreate a level in P3D)
Please login to see this picture.
Please login to see this picture. -
Just stopping by to say those Alien Trilogy / Judge Dredd(?) engines look awesome - really great work!
It actually makes me tempted to give P3D a try, although I'm not sure what I'd even use it for... -
Those gifs are really amazing!
Can't stop watchingSinclairian has found a really clever setup with smaller texture sizes for retro-looking-games,
which goes without saying, also benefits of a better framerate (once optimized),
a kind of setup I've never really thought of, and which is quite promising!Will explore this setup as well, might become a new "base template" in a *possible* upcoming update of P3D,
which would be gathering some ideas and optimizations/improvements collected during past months -
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