yeah Danjo, I'm using my Blitz 3D stuff too, my .x files are not loading textures.... Wonder what I'm doing wrong.
Posts by PlasticCogLiquid
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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I tried that and it loads my OBJ but seems to ignore the MTL file. I've tried looking around the Material Cache object but I don't see a way to load it?
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I have a lot of models I made a long time ago in 3DS Max, Tried importing the .x files but no texture is imported.
My question is, what are the limitations on importing animated/textured meshes? What is the best format to go with....etc. I still have the 3ds files so I can still export them to different formats if need be. I did notices that the platformer example uses a textured and animated mesh.
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Yes, i had problems initially too, i believe it was because i didnt put my apps id in the properties or cloud save wasn't enabled.
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A way to make the camera orthographic for isometric games would be cool, is this a possibility soon?
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Just bought it too, don't let us down boys! I'm really hoping it will be worthwhile but no matter what I'm glad someone's trying to bring 3D into the mix.
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Just gonna agree with Danjo here. Obvious bull**** is obvious.
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You could probably use Virtual Box and install OS X.
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Haven't had a chance to look at it yet, but basically I lock the Objects X position to the shadows, and do whatever I need to do with the Y position and the Z position separately and let them operate as they would. If I have a surface that is higher I basically stop the movement if it's Z position is lower than the amount of pixels it would need to get up onto it while jumping(And I've just added crashing if the speed is too slow.)
It adds a lot more complexity to the programming than you would expect, that's for sure!
So to sum up, you need to separate the actual movement code that keeps their XY locked from say... Jumping. When jumping it only aligns the X position until the character has landed then it resumes both X and Y locking. I've tried several different ways to add jumping and I actually settled on using the Platform Movement extension for it, that's all I use it for. It's great because you can tweak it at any time. So I add jump strength when going up the ramp, or reduce it and make a small jump when you ride off of the sidewalk for example
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I use the shadow as the objects XY collision, and the object itself for the z depth.... Kind of like I'm working on here: Please login to see this link.
I use a variable that tracks the y distance between the object and the shadow to get the z height.
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It's obviously affecting the background images but not actives. The problem couldn't be any clearer, no reply at all? It looks really ugly.
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Yeah I'm adding configurable controls, I kept bringing up the Bookmark Page dialog in the browser version every time I had CTRL + D going on,
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Thanks! It's 16 directions for animations, 32 for movement. Was kind of a pain to get right.
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30th place out of 401, not too bad :]
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Thanks! It still has a few bugs that are driving me nuts, but hopefully I can sort them out and add more levels soon.
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I've included a picture here, you can plainly see the brickwall (Quickbackdrop) is ugly and stretched wierd, but the tiles on the right are Actives and they look just fine.... I'm not actually stretching in this game either, it's just scaled 3x
Please login to see this link.
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I didn't see any other developers using Fusion during the jam, Unless they stayed silent :]
My entry was a skateboarding game, barely got one level completed in time but I'm still developing the rest:Please login to see this link.
I plan to add more Paperboy style obstacles, people, cars and levels....etc
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Holding shift+mousewheel works too. You can configure the keys for it in preferences.