Ahhh great, thank you for getting back nivram!
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Ahhh great, thank you for getting back nivram!
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!
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
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!
Attachment 21504Attachment 21505Attachment 21506
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 improvement
If 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 :)
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:
http://orig15.deviantart.net/b02b/f/...ge-db7dij3.gif
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.
Looks really cool! Nice work!
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:
https://youtu.be/hnVrDHHPnPM?t=3
or FEZ:
https://youtu.be/Houl_emUdrk?t=26
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:
http://orig01.deviantart.net/f73d/f/...ge-db7gd0u.png
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!)
http://orig06.deviantart.net/ab1d/f/...ge-db7hjwv.gif http://orig02.deviantart.net/a511/f/...ge-db7hjz4.gif
Too kind!Quote:
If you ever need some quick sprites/tiles making up give us a shout as I don't mind out helping :)
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.co
"H" is for "map" objects (will show transparent objects in the map layer when they are above/below player)Quote:
I have "H" removed from the string in the P3D object but still it happens. It's weird?
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 on
Ops, forgot about this:
Currently there's not an available "switch" for that, but it can be done with some tweaking.Quote:
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.)
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!
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 (:()
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? <3 Buildings, lights, etc.
I'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 :P I'm more of an artist hence why I think I've gone a bit overboard lol.
http://orig14.deviantart.net/4f6b/f/...ge-db7jza6.gif
(Just added in some flying cars :D)
I'm going to attempt some "skies + forests" tonight, see how that pans out.
@MrCyberpunk
Thanks! :D 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 up :)
@Emerson3
It'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)
http://orig11.deviantart.net/90fe/f/...ge-db7k9w9.gif
(Because of the many people saying about it reminds them of Alien Trilogy, I decided to recreate a level in P3D)
http://orig09.deviantart.net/1c44/f/...ge-db7l41u.gif
http://orig07.deviantart.net/71a1/f/...ge-db7l41l.png
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 watching :D
Sinclairian 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 :)
this is amazing.. both the example and that schrodinger somehow made this possible in a 2d engine.
Yeah they're Alien Trilogy textures put into P3D. It runs fine at 30fps although that example still would need to be optimised greatly. P3D is fantastic for very simple low-key 3D worlds/landscapes. I didn't thought I'd have an use originally but when I went back to it again it flared up so much more creativity and ideas!Quote:
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...
Thanks, it couldn't be possible without you and this fantastic engine though!Quote:
Those gifs are really amazing!
Can't stop watching
Sinclairian 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
Funnily enough some of those textures are actually very large, the buildings on the side in the gif below are actually 64x192 textures for example. They've just been made to look like 32x32 textures put together, (how it would usually be done on 3D retro games.) Doing it that way greatly reduces the polygon count and keeps the frame rate stable, although when you get textures larger than 32x32 you run into the problem of them extremely "warping" when up close. (I know that is known due to how the shader works.) Although if you make these textures far away or above ground level then the effect won't trigger and you can get away with it. (Some tips there.)
Keeping the polygon count down to around 750-1000 max per frame with a frame size below 1000x1000 also helps with frame rates and pre-loading. While it does mean you can't have large worlds it means you can have many small worlds, with minimal loading times but with stable and high frame rates. I do limit my frame rate to 30fps in these gifs but they still run fine and stable at 50fps on most computers. Also having a lower render depth can help, I usually have mine set at 200 to 300 depending on the complexity of the world. Ideally what would be nice is someway of making the floor one big texture (ala mode7) which would cut polygon counts down by a vast amount. I might experiment with using the extension along side P3D if that's possible :D
It's all about knowing it's limitations and working with them!
Thanks, I'm having with too much fun with this! But again it wouldn't be possible without Schrodinger's fantastic engine! It's brilliant :DQuote:
this is amazing.. both the example and that schrodinger somehow made this possible in a 2d engine.
----------
I guess I'll show off what I've been working on here, maybe so some images of how the worlds look constructed too.
Wanted to create the "cyberpunk city" but from the ground level, so this is one part of the streets:
http://orig15.deviantart.net/2c9e/f/...ge-db7vadf.gifhttp://orig11.deviantart.net/d0dd/f/...ge-db7vpfl.gif
The whole city is roughly created with 550 polygons, so clever texturing and illusions is somewhat needed to make it feel bigger than it is.
Just to show what it looks like without all the textures and to prove that it's rather low poly world :P
http://orig00.deviantart.net/6b67/f/...ge-db7vy3a.gif
A view of the "cybercity" showing how it looks outside of the boundaries and hopefully give an idea of how the world was created.:
http://orig14.deviantart.net/03bd/f/...ge-db7y72a.jpg
And a little texture sample, showing the size of the textures:
http://orig02.deviantart.net/04ee/f/...ge-db7y7cn.jpg
Like I said, it's just knowing what it's limits are. Going in thinking you can create huge and vast 3D worlds won't work, but aiming small and continuity pushing can yield fantastic results I find :D
that looks so awesome. Love the rain and the overall lighting.
+1 that lighting is so "neon-bladerunnerish" and has an incredible glow feel, I can't stop looking at it!
So kind of you guys, thank you - I'm very glad you like it/enjoy using! :D
Regarding the "world size",
indeed you can't lay down a ton object in the frame editor without expecting framedrop to sink,
but I think one could actually make a "big world", with some effort,
basically by applying simlar systems to the onws we use for large worlds in a strictly 2D game,
i.e. a level editor + progressive loading of the environment
by creating approaching content/destroying far content
or "move and reload" elements,
or even a "procedural generation" of the world with "unloading" of far elements
Since 3D objects can be created and destroyed in runtime,
if you load them in small bits this shouldn't damage peformances dramatically.
Just made a quick experiment of an endless "wrapping" city:
http://lizardking.co/P3D/P3D_wrap_city.zip
accelerate with spacebar, turn with arrow keys
http://www.lizardking.co/P3D/wrap_city.gif
(can't compete with Sinclairian's masterpieces, but just to show the concept XD)
This is a simple example of wrapping around content (only 6 events...)
but even within this simple concept, you could "load" different texture banks for wrapping objects,
and so dynamically load whole different landscapes on the run without even destroy/create.
Of course, a top camera is particularly handy for this, because you don't see things being loaded around,
but with a not-so-long field depth this could be even used in first-person views.
Can't think including a basic setting/template for this would be feasible though,
each game would probably require a very specific setup and/or its own level editor.
Loving the eye candy Sinclairian. Excellent example of endless wrapping Schrodinger :)
Hi Sinclairian!
Your work is just amazing !! :-)
Would you mind posting a demo ?
I've been toying with P3D some times ago, but I've abandoned the idea to start a project with it due to low framerates on laptop...
So I'm curious to see how well your scene performs on my computer...
What are your computer specs ?
That example looks amazing, you could easily use that for backgrounds to SHMUP games, (i.e Radiant Silvergun, R-Type Delta) styled.
Thanks for the comments :D I just love working on retro looking things so I'm having too much fun with P3D!
And sure, here's a link to the "CyberCity Streets" exe. It's frame locked at 30fps, but debug mode is enabled so you can tinker around with render depths. My specs for my current PC is pretty powerful but I've tested this on my "craptop" and it runs at 20fps-30fps with the render depth set to 250. I can't remember it's specs but I can assure you they're rubbish.
www.sinclairstrange.com/CyberpunkStreet.zip
(Here's another gif of "Cyber City" but this time above the skyline, next to a moving train)
http://orig11.deviantart.net/741f/f/...ge-db848os.gif
I'd just thought I'd be cheeky and upload a couple of gifs :D One showing how I start off an area and then another gif showing how it ends up:
http://orig15.deviantart.net/4053/f/...ge-db8wdal.gif
As you can see, everything really starts off extremely basic.
http://orig11.deviantart.net/ab72/f/...ge-db8wdab.gif
And then it ends up being all sorts of crazy! :D This is the highest polygon count so far clocking in at 600. I originally had planned a walk way but sadly I needed to cut that so the polygon count would stay low (along with the frame rate.)
It's getting close but I think I might actually start up a project with this, it's gaining a bit of attention here and there ^-^.
Those GIFs are fantastic!
I too would happily pay for a tutorial from you, Sinclairian
Have you guys seen the stuff he's been posting on Twitter?
http://twitter.com/sinclairstrange/s...11987196669952
(hope you don't mind me blowing your trumpet, so to speak, Sinclairian, but that latest stuff is awesome)
Whoa those .gifs, superb job! :)
Wow, MuddyMole. That stuff that Sinclairian is posting is impressive. Like, seriously.
Sounds like he's making an actual game with that stuff, too! :D
So great, I didn't know this stuff was made with Fusion XD Another great example that technical limitations can lead to superior design choices and hopefully a really special game in the end:)
Wow, I guess I had never heard of this one! I always thought that sprites could themselves be on a 3D world instead of complex 3D models as long as they only face the player!
Since I am almost emptying my paypal to purchase 2.5+ dlc, I will await til I get enough funds to get P3D!
Does anyone still have the demo scene, the link seems to be dead.