Have you tried removing the "C" option from P3D_engine object "multi_options" string? That's the so-called "Cardboard" effect P3D applies to sprites,
removing this character will disable the...
Type: Posts; User: schrodinger; Keyword(s):
Have you tried removing the "C" option from P3D_engine object "multi_options" string? That's the so-called "Cardboard" effect P3D applies to sprites,
removing this character will disable the...
Still couldn't get to tinker with Fusion unfortunately but wanted to add just one thing that popped in mind yesterday: isn't what you need basically what the "look-at" camera does in P3D? >>> always...
MrCyberpunk that's a quite interesting chunk of code I'll like to dissect, in better times, thanks for sharing!
Yeah as you mention I've chosen a quite arbitrary set of conventions for angles,...
Very nice work funmaker!
Mmmm that look weird,
if you're not into the discord channel you might have missed some of the few additional snippets I posted some months ago, to enhance or fix a few...
funmaker: the isometric camera has fixed angles to recreate an "isometric" perspective (well, kinda-of, a true isometric representation is actually not something a realistic 3D render can do, since...
It's indeed a lovely game with stylish and heartwarming graphics :)
Looks really nice, super-neat and very funny concept XD
Will make sure to get it next time I have access to the smartphone
(which might take some day, I'm like a lazy wolf hanging out of his den...
Best luck Emerson, sure you have a lot going on in your life, and making a game is always a much more challenging task that one can foresee - as much as Fusion is the coolest and fastest tool ever...
Two more?! You have to be a quite busy dad!
I'm on a little hiatus due to a ominous catalysis of negative forces (XD) but just a few steps behind the corner,
glad to see you around...
Thanks a lot therickman!
That's really appreciated.
If you (and any other user of course!) need some assistance,
or just want to share some thoughts/suggestions/projects,
be sure to check out the...
Another option, you could use the Surface Object as a screen-wide layer of "shadows" (set color/set opacity of pixels).
Assuming the shadows are static (or mostly static), otherwise it might become...
Adding to all the cool options explained above,
I have an extensionless (>>>cross platform) example here,
which is rather short and uses a simple approach and should be customizable a bit (iirc...
What a neat trick!
And awesome job (as usual) :)
you could split the level in a grid of positions (say, width|height/32)
make a pool of numbers out of it, and rule out the available positions while you place items
(there's a random pool object...
Another simple idea (if I understand the requirement!)
would be making all lists you need as differente instances of same object (duplicate them)
start of frame
>>> spread value...
funmaker: what you mean "the game runs terrible"? Is it related to an unsatisfactory graphical output XD or is it related to performance drawbacks (would be odd) or...?
"The Hud is in the center...
hard to say without seeing the code,
but since you are already pairing the shadow object with the enemy fixed value,I suppose you scoped enemies and set a "shadow" alt. value to that...
Glad you solved it CrimsonTaco, thanks MuddyMole for the assistance!
For anyone having trouble,
I also suggest to check out page 10 of the Reference Manual (inside "docs" folder of the zip...
Thanks for the suggestion pradeep!
Unfortunately both sphere and cylinder shaders are "full" and no more constants can be used.
It could be made, maybe, cutting some features, like global light...
Yeah the page has been updated and is waiting to be approved by the clickstore,
they usually take some day (plus it's sunday XD)
Thanks for trying the example!
The "texture warping" issue on...
funmaker: you should find the 2.0 version along with 1.2 (I think the clickstore keeps up previous versions downloads too?)
anyway, the clickstore page is under review because 2.1 version has been...
I'm planning to file everything to the clickstore by this weekend/early next week worst case.
Sorry for the delay and thanks for the patience XD
Well, I think I've never seen a billboard "in action" so I'm not really sure on how it's supposed to behave XD
Jut made a quick test anyway, is it something similar?
You can disable that "falling over" effect by removing the "C" character from P3D_engine object "multi_options" string,
but this won't be true billboarding either of course (which anyway...
Thank you for the interest RavDevVan101 :)
For the 2D elements question: you are looking for something like a "billboard" effect?
which is partially available through sprites (but you don't want...
Agree elvisish, we speak a bit improperly of subpixel movement, Fusion will anyway render int position,
(maybe there's a shader around "faking" it through alpha across pixels)
though we can handle...
ahh sorry now I got it!
I think the most comfortable way would be specifying "obstacle_type" as "mask"
and then make the parent 3D object graphic as if it was an open door seen from above
Thank you 3DBBQ!
I'm sorry I've just seen your questions now:
1- yes, 2.1 will bring improved performances, mainly due to the introduction of the new "Shapes" qualifier, which is on average...
glad you are enjoying P3D!
(and sorry for te delay in latest update :( which will vastly improve the engine)
In the screenshot you posted, you can see there's a button on...
That could be doable as well I guess, if you can procedurally export textures from TilEd
(or pre-store and arrange them) then you can import them in cubes with "load frame" action,
or maybe even...
If I understand it right, that shouldn't be a problem,
I think this could be the workflow on P3D side:
1- prepare your tiles in P3D (active objects being walls, pavement, etc., made with 3D...
hey @elvisish :)
I should check that out to give a proper answer an unfortunately I can't at the moment,
but in practice if that object can output something we can read in Fusion
Thank you all for the kind word and interest in P3D, it's really really appreciated,
and more so in this time when (as you see by reply times..) my computer time is very limited!
No worries for...
I'm so sorry it got so awfully long, there's an amazing amount of stuff ready and perfectly working since weeks,
and next stage (now) I'm going to try to cram it all together and zip to...
I would suggest to split the X and Y components of movement and use a separate detector for collisions anyway,
you wont' have issues if the detector itself does not rotate
see superquick example:...
Mmm apparently going to frame 1 event list/event editor makes my Fusion crash after few instants XD
Think it has to do with that missing action in the microtimer, perhaps it's been...
Awesome idea @chrilley ,
just a little thought other than the debugger off, I would also suggest to untick the "vertical scroll bar" on the list object,
that scroll bar is a real fps-stealer, not...
same issue here,
99% of times it happens when I copy paste groups,
I could not identify a specific set of things causing the issue,
just the fact it often does not happen immediately, but only...
Wow, great progress @zip2kx and lots of details you've been adding/tweaking,
I particularly like the blobby weapon (and awesome schrodinger's box lizard of course XDXD)
As for last question, my...
Perhaps there's a quick & short solution,
if I got it right from this picture you posted
(sorry didn't read the whole thing so maybe I've misunderstood!)
you can customize the max...
the list object already has a builtin file-loading feature,
you can find it under "files - load Filelist"
then you can enter the path and the extension you need to scan for:
Learnt about that function from casleziro some time ago, whom I forward the mention X)
"Move to" shouldn't be needed,
it would move the window position (topleft corner)
to, say, x90 y60...
right after the condition where you change the window size,
try adding this action:
window control - position - set position
and enter "4"
hope it does the trick! :)
Fantastic work, congrats for the victory!
It really looks great, you've gathered an amazing team.
And hilarious Q&A section on the itch.io page X)
btw, still too early to expand on this reply?...
Perhaps you could consider making a "dynamic" template with the Window Control object:
1) set a very big frame AND a very big window size (say, both 3000x3000)
then at startup:
2) set Frame...
if I understand correctly,
you should be able to do it with the window control object
check "resize display to fill window size"
and "no thick frame" in the application...
I see what you mean,
I think it doesn't mix well with "resize display to fill window size" option
(application properties - Window tab)
does unticking that option solve for you?
..can you do...
You can simply plugh them in the expression editor,
making sure the argument (inside brackets) is effectively a string:
Set "my_lowercased_string" to lower$("my_generic_string")
I think you...
Thanks for adding more info,
sorry I did'nt explain well either XD
I did understand that "generation" part,
the thing that I found confusing was that you create all rooms one after the other,
Can't replicate the issue here, I get same dimensions on frame run and on built app,
but I loaded two random text files, maybe that made some difference?
Can you upload tabnac.grd and tabint.grd...
Very nice project and pretty clean code, congrats :D
I've given a quick look so I've probably missed something,
I don't understand: the code seems to generate all rooms in the same run, one after...
Don't know, never heard this will or will not be changed in Fusion3,
I've read some people asking for this during time,
sure we've not been very vocal about this issue (since solutions exist and...
I think that should be doable but what to do with the "negative" part of the cropped area?
I mean all that's white in your picture, the "covered" part of the layer (the mask picture showing what's...
Mainly when coding a pathfinding widget, which required a good amount of looping (>> hundreds iterations containing some 50-60 conditions and lots of actions each)
the whole thing kept crashing...
This is the place for bugs and feature requests:
but if you want you can try uploading a simple file here replicating just the issue you are experiencing,
short answer is no,
but depending on what you need to do you could easily achieve that anyway,
i.e. if you need to check a condition you can do:
my_number = 16 - loopindex("my_loop")
Fastloops are not that slow :) but yeah, they don't match extremely well with exporters,
they can result in breaking (hanging) those -delicate- systems
depending on what you do within the fastloop,...
Sorry I think it vastly depends on how you've setup your sinewave movement,
I should have included an example to make it clear,
here's a quick one:
Glad you got it working though :)
Looks very cute and fun aenever,
and quite polished for being made in a rush, great job!
I guess you need the tangent's angle along the sinewave?
The normal vector's angle to the curve should be: ATan2(1.0, Cos(t))
so the tangent's angle would be: ATan2(1.0, Cos(t))...
Sorry, this is taking much longer than expected,
the engine is ready since weeks now but I've reviewed the whole documentation, added another 20-30 pages I think,
plus I've updated the old examples...
StringParser2 has wildcard search,
though I think the * character only counts as a single character
so you'd have to
(experiment more to be sure X) and in case..)
prepare multiple lines for...
That's a good question, if you think of it in a "broader" area of application,
of course it won't make much (if any) difference in this situation,
but *generally* checking a condition...
this has always been a bit confusing (imo)
but in short you should change "direction" and not "animation direction" of the object, in line 1 (direction >> select direction)
each object (supporting values/strings) can have unlimited alterable values,
you can set and retrieve the ones past Z (25) by index,
but there are currently just 10 alterable...
made a very quick example:
if you still have issues you can perhaps try to prepare a little .mfa we can check?
Very fun "enhanced" clone, has a great arcade feel,
wonderful job as usual daryuss :D
Can't catch all the historical references,
but had chance to play Bosconian on one of those little 50-games...
>> you can use detectors to test the "angulation" of the obstacle surface
i.e. two 1 pixel detector you would fastloop against the obstacle,
until they hit, and then calculate the angle between the...
Foreachs aren't necessarily bad performing,
for 20 enemies it should hold with no problem even on mobile runtime
(a foreach on all enemies at start of frame,
and/or right on enemy...
Voted Good, found the good old help file very useful during all the time,
even if not that comfortable to look through, but there's just about all of builtin objects, functions etc.
most of the...
Any chance you can upload a simple example?
This would make easier for us picking it up and trying some little tweak here and there :)
(we could make it up on our own, but who knows if the same...
Sorry, just spreading informations... I'm happy talking of the features since adding all of them has been quite a lot of work XD
Mmmm, I never used Tiled map loader (though I've tried Tiled a bit...
Hey PBarwick :D
it's been a while, cool to see you around!
Well said, I actually meant to write exactly that, but for some odd reason I ended up writing full figures,
and due to this my second...
Yes I can confirm for mode7 things it works very good and very fast even with huge textures,
I had posted this test video earlier in this thread, but re-linking as it's pertinent:...
No worries, we've all gone through that XD
You can set:
X scale to 234.0 / 20 (or directly 11.7)
Y scale to 967.0 / 30 (or directly 32.24)
make sure you use floating point values because scales need a float to give the precision you...
Zombies in that example are sprites,
you were not the only one to be fooled so I should probably write that down somewhere X)
But on the other hand, it demonstrates how cool things you can do...
Too kind Vol,
let me thank your skills, insight, accuracy and sincere attitude,
these generously spread qualities all vastly enrich the community :)
Sorry you had to spend some...
That makes sense Volnaiskra - told you it was a "crazy" idea XD
Just as a last update, I've completed the full template yesterday, and penned down the "blueprints" for the complete starting setup...
Sure, you can download some compiled example here: p3d.lizardking.co
(there's the "big" zombie city example right on top of the page >> you can click "try it",
then scroll down to "More...
---I need to see this in a 1920x1080 environment. Partly to see the effect on performance, and partly to see how the 3D looks with more pixels. I wonder if the perspective will get more extreme with...
@Volnaiskra : thank you for supporting P3D! :)
I definitely understand how implementing this solution could be a delicate decision,
and sure if you like it you're good giving some days to an in...
Thank you @CapitaineCaverne very nice!
I think it's a cool trick indeed.
Darkhog: that's a legit question!
Short answer would be: very far from full fledged modern 3D engines
Ok made up a simple example with some platforms more in "the Spryke way"
(well, if you use a good amount of imagination to see awesome graphics when there's now crappy sprites XD)
and some random...
Yeah, that's why I didn't suggest the abs() solution :(
unfortunately you can't directly check "compare two general values" conditions on specific instances (unless: see below),
you can only use...
I had posted a rough video a few days ago on a 2D+3D platformer "scene"
but that didn't use many platforms so I'll cook up another in the afternoon,...
Ghosts 'n Goblins meets Wonderboy meets Mario? :O :O
looks fantastic, congrats!
Since all characters positions are likely determined by their bottom-center (hotspot?) location,
I would check for that to determine the "knockback angle"
eventually trimming it to orthogonal...
99% sure there's no way other than the ones mentioned, I'm sorry :(
Fusion is great and has very few shortcomings, but sadly this is one of them
(code reuse through frames + support for...
If the look of the platfom has to be very sharp (like in geometric metal blocks)
I find these kind of perspectives more comfortabe to the eyes:
Never noticed it, cool trick! :D
Yeah a checkbox to set this preference might be useful.
Pls upload a small example of the issue if you still need help,
hard to tell what might be wrong without seeing :)
Glad to help,
yeah it would be useful having X and Y positions directly dealt as floats in Fusion3,
to avoid passing through values and taking into account these things :)
briefly checked out the attachment,
if you just need to check wether the ship is in the same line (roughly same Y) as the enemy,
then indeed checking Y's would be enough
Welcome and the early screenshots look great!
If you can point to the method you used (is it Nivram's archive example?)
I'm confident we can find a way to revert for the opposite side,
There's some subtle thing to take into account,
when you set X position to X position + xspeed
you are setting it to an integer (X position) + a float (xspeed)
the integer part will be always...
Just adding another little idea,
you could also consider not using qualifiers (though I love them and use them everywhere XD),
this could be or could not be a pain, depending on your setup,
you could use a string object to display the counter,
and force its output with custom rules basing on your needs
>>> set string to str$(counter)
counter >= 10000
It apparently does the same here (stops objects for a few instants)
don't know if there's a way to avoid this,
but to make it bullet proof you could think the opposite way:
locking movements to...
no direct help here (can't remember using this feature much..)
but did you check out this tutorial by AlmightyZentaco:
I have a guess what this might be for XD
afaik, in geography they are both expressed in degrees and range from 0 to +/-90░ (latitude) or +/-180░ (longitude)
I would assume the location object...
Yeah that's it, EU vs. US countries use dot and comma in inverse way
I work with databases and it's a real pain XD
have to convert back and forth and consider the issue very frequently
Thank you soomeeon, glad you found those useful and appreciate your kindness :)
yes, more or less like that,
here's a super quick (and super-crap XD) example:
of course, the more chunks you split your graphics in,
the better the effect gets (i.e 1 or 2 pixels...
I think the only way currently would be the "pole-position" way:
splitting graphics in multiple segments,
and parallaxing segments "in depth" with decreasing horizontal coefficient the much further...
I'm playing a bit to showcase the new features X)
so here's same trick used to add some "depth" on a topdown game:
Very true, collision detection is only half of the problem, had a lot of similar hassle in handling collision "reactions" too,
a safe approach is "undoing" the movement that resulted in a...
well, not a proper full-round method, it's more a set of strategies XD
I guess best strategy depends specifically on what you have and what you need.
A detector can be a good way too, unless you...
no rush on my side but sure this is something worth being checked,
I'm not the only one having issues with it and it's a very handy feature.
Just made another little test and found...
That's a very well laid and clear guide Danny,
I think I was doing the same, but it doesn't work for me:
start of frame
>>> (special conditions) extract binary file:...
Thank you, very appreciated! :)
It's real fun adding all these things, now just wish to find more time for making examples and explain how to use all of them X)
in case you need it quick and want to try other solutions, I made a cross-platform pathfinding widget some time ago:...
That would be very cool Darkhog, but I'd say it's very unlikely to happen atm :(
I didn't check in depth, but I guess studying all docs and finding a way to let it talk with Fusion would require a...
Very effective and stylish skin, particularly like the text coloring and blue ticks, very cool!
Try this small modification to your code:
@ Chily: thanks :)
I agree, you better wait for 2.1 version since it's very near to release, and surely a big enhancement over 2.0
You see all dark - you have removed most...
Promise: this is the last feature I'm adding before publishing this update XD
One thing I missed from P3D1.x versions was the ability to specify custom vertices for quads,
this of course could...
This is something I would be glad if someone could clarify,
according to Fusion help file:
Binary file temporary filename retrieves the pathname of the temporary file for the specified...
ahhh true Shinbaxter, that's why it seemed so familiar XD
probably the missing bell didn't make it "click" immediately
(err: of course I meant "two textures, one floor and one...
One "automated" way could be:
1) putting a list object in, and checking "sort" option
2) apply same qualifier to all objects
3) start of frame
>>> run loop foreach (qualifier), "store...
There's a lot of easing functions examples around the web,
you can experiment a bit and find the one that pleases you most,
i.e. take a look here:
Brilliant idea & great work Julian... thanks for the amount of testing and screenshots you've provided.
This seems to confirm what many users were suspecting.
Wonder if Fusion devs have some...
Danny's solution is surely the quickest and hassle-free,
problem is the tiles on floor and ceiling would not "shift" perspective while moving horizontally,
to achieve that also you could:
Forums tend to polarize opinions to opposite sides of the spectrum XD
but I guess both we (users) and CT are in same boat here, we all share the same goal of having best possible engine,
Builtin shows different numbers because you don't exactly set the amount of pixel x frame the player moves,
and so the "scroll" code will trigger when the player reaches a different number of pixels...
What if you set the starting location of your player to Y=1865?
Do you get the expected numbers this way?
(but I didn't have the "different movements" issue: had the same numbers both in...
Thanks a lot Caesar!
Pushing forward to release it asap :D
I'll probably cut a bit on the new examples to eventually release them later stand-alone, so I can accelerate the release.
Ah thanks, that makes sense!
A shoot 'em up stage where you fly in above the forest sounds fantastic btw, in case you'll ever do X)
Just a thought for keeping old Fusion versions so you can safely try new betas/test differences,
(if you don't have two computers XD)
you could consider a virtualization software,
Thanks for the feedback Crian!
eheh you spotted one of the new secret features ;D
Got stuck in the cylinder: collisions with rotated (and rotating) objects are indeed a real pain, but looking...
Thanks guys! :D
And thanks Muddymole once again for your invaluable contribution to P3D,
this time we joined forces to bring these new features to life! :)
I totally agree Crian, I've thought...
Time for an update on the update X)
New shapes are well set with everything they needed, including "fine" collisions, rotations and even pivot points,
I'm quite happy with them because they are...
Made a quick test adding an offset parameter to Chrilley's flip shader:
unfortunately the shader correction has further complications I didn't think of,
since the object mask is not...
That could be addressed with some extra paramter Crian if this is a viable solution for you
This made me curious so I had another look to see what was going on,
it would seem that fPixelWidth and fPixelHeight predefined variables don't take into account object scale,
which was an...
Back to Fusion workstation X)
took a look, I think you should be able to workaround the issue without changing the shader,
try making these modifications to the mfa:
not in Fusion-work position at the moment XD
but wouldn't Fusion builtin "set scale" controls work in this situation?
Is there any issue on the mask with that?
odd, I'm pretty sure Viewport works just fine in D3D,
and it should be a good tool to make what you need
sure you put it in top layer and "in front" of everything else?
To make this effect I...
it was quick enough so if any issue/modification just drop a line :)
You can stop a fastloop through the "stop loop" action, the cycle will continue to the very last "on loop" condition though.
If you want to break a loop immediately, without performing following...
Edel: you can fire a fastloop -1 times to run it endlessly (and then check your "while" condition inside the loop to stop it)
I think Edel mostly complains about the fact they work a bit...
Ok I think it makes sense X)
enough talk let's try to code it, is it something like this?
(you should see the brightness map clicking in the b_map edit button inside object's display...
I think I'm close to understanding your needs,
but perhaps if you could provide a picture mockup it would be the icing on the cake X)
I think not, but I'm confident we can find some...
Yes you can feed a "image" parameter to a shader,
both in edit-time (shaders with "image" parameters will appear with a "edit" button where you can load an image through the animation editor)
There's no sign() function in Fusion but you can easily have that with value/abs(value) (will return +/-1)
For your issue maybe you can add a line like this:
If all of the balls must be -respectively- left or right,
perhaps you can more easily check the "opposite":
X(red) < xmiddle
>>> game failed
(any red is on the left)
X(blue) > xmiddle
pretty sure it's possible with a shader,
but don't know if such a shader already exists,
have you looked around i.e. among Looki's and Sphax shaders?
If it does not exist and nobody picks this...
I seem to remember there's (at least) one bugbox call for this,
afaik it's not possible to paste scaled (or rotated) actives at current moment :(
Great, a new Quadratic Attack 3D release, I'm getting it :D
If you don't mind a question,
sorry if you already talked about this and I didn't notice/couldn't remember,
but I often...
Launching the test .mfa gave me the same issue,
unticking "change resolution mode" obviously did the trick
the test pic was "fullscreened" though I couldn't see exceeding edges of the graphics.
Couldn't run it, monitor resolution issue :(
input signal out of range
change video settings to 1600 x 900 60hz
(presumably it refers to changing the application settings,
Yeah same moment you shift the player, you also shift everything else,
and if you need to keep track of "how far" he's gone,
you can just keep adding how much the player moves up/down each frame...
This depends a lot on your "setup"
and how you want to present the scrolling background and various moving elements,
Within the "infinite scrolling" trick with virtual height,
Looks really nice, congrats!
Gonna try it once I get the smartphone out of the shelf
(and dust, I only use it for testing Fusion apps XD)
+1 I would surely appreciate and spend some funds for this feature
Yeah that's coming with F3 and unlikely in CT plans for F2.5,
...nevertheless, I would enjoy having shaders on mobile platforms...
Oh crap that's true :(
animation frames/direction/slot are not synced anyways.
Gonna add a +1 to Walrus old proposal,
we know CT has confirmed multiple times this can't be fixed in F2.5
Don't know the answer to latest questions,
but was wondering if you could consider dynamically creating the "assets" you need,
and keeping those assets in another frame,
since you can create...
Ouch, it almost hurts my eyes XD
No it wasn't designed to slow down, not by purpose at least
(unless some list gets SO long to cause slowdowns, but this shouldn't be the case)
Raised a bit the...
that's a very nice buiding :)
if you can come away with a slightly higher roof,
I would suggest you try
will create a triangular prism with top and bottom face
Made another little test file,
trying to keep it very essential and to make the issue "visible"
it basically stutters all the time here,
and it is very visible to my setup (screen, computer ..eyes...
well done Shinbaxter!
It's indeed clearer this way,
watching it run, I seem to catch a connection between detected sequences >=4 and noticeable microstutter
though it also occasionally happens in...
does your perfectly synced long-time-player eyes X) seem to recognize a match between the stutter and the flash of the ball?
trying to understand when exactly a stutter is perceived,
if it's a...
@ Prominent: I seemed to notice the same, though I'm not very sensitive to the issue so was not sure about it.
We could try making it flash every length2 non-0.016 sequence (just change sequence...
That's quite interesting.
I think it could be next step in our (users) investigations then,
we could test "how long" a "derailment" from 0.016 is
(being it "just" a sequence of 0.015/0.017 or...
@ Vol: ah yeah sorry I played a bit with vsync and machine independent speed while testing,
to see if I got any difference, but then forgot to turn them off...
Also, mainly made the list part and...
I can't spot this kind of things very well but still I sense the issue,
sometimes more noticeable, sometimes less..
Anyway, on a more consistent note X)
to rule out it's not a sub-pixel...
I think you can't :(
afaik apppath$ / appdir$ and any other function can be only called directly from the expression editor,
string content won't be "evaluated" but just interpreted as plain text...
Mario 3D controls: my last Mario was some Yoshi's island on the SNES so I completely missed Mario 3D adventures, I'm not aware on how control schemes worked for that, though I would...
it's the angle between the CPU character world X,Y coordinates and the "eye/camera" world X,Y coordinates
plus the CPU character own orientation (yaw) angle
then you can divide this resulting...
Glad you found what you needed :)
Awesome, sure it would be great seeing user-made P3D tutorials,
and I'd try my best to support you if any question!
New shapes are soon to come and they will...
Just some completely untested ideas,
since you're on desperation.exe build, you should have nothing to lose X)
1) have you tried destroying and recreating ControlX object, i.e. at start of buggy...
Hi Ben! That's super kind of you, I really appreciate your words and support, thanks! :)
Most of the buildings in the examples I made were just simple textured "cuboids"
(save for a couple things...
odd, the movement is actually modified, but only after the first one is played
(so when first cycle completes, second one acquires the modification)
seems like a little bug!
This could be a...
Hello and appreciate your attitude/willfulness :)
Basically, whenever you move an object in a fastloop by altering its floating point "positional" values,
and test for collisions with an overlap...
yeah those sprites still trigger something in my mind too XD
Since I thought it was nice & fun I made some little modification
(nothing relevant, just to shorten) the cool example above by DaveC:...
Ahhh, which one of these glorious nice guys is your source of inspiration? X)
I think some of them had different type of mechanics
(some no collision at all probably, like the jumpy crab...
I don't think it's possible :(
but happy to know if I'm wrong.
Only cross platform way I can think of is directly rotating subapp frame individual sprites,
and for flipping those would have to...
oh you're right, now I can stop holding shift whenever I want to pick all same objects in frame XD
(not sure it was an old behavior, or more probably just me casually holding shift and thinking it...
Darkwire Software archive have it all :)
hold "shift", click on the "gem" object in the frame editor object list (between the workspace toolbar and the actual frame)
doing so, all of the "gem" instances in the frame should be selected
One last consideration:
you don't necessarily need to destroy the actual objects you are using for the "destroy-recreate mask" workaround
whenever you need to test,
you could create a...
argh you got me - I've used Fusion (with some arrays of course) to sample and playback a random guy who couldn't speak english very well!
I'm actually a reptilian so my voice sounds a...
I agree better notifying a builtin function not working,
filed report here:
did you check the "math" solution?
if your objects can do with a rectangular collision mask it's a pretty simple and efficient solution
(otherwise it could be done as well, but might get more...
Here's a thread on the matter and an example with some possible workarounds:...
to make sure I understand, the general question is:
you have some code attached to a frame, and you want to replicate that code in every frame having same mechanics
(i.e. every frame containing...
If you are asking about control keys mapping,
it all depends on your preference,
you could use default "joystick" actions you find under "player1-2-3-4" actions
(i.e. player 1 moves up / player...
if you are sure XD strings are created in layer1
and top / bottom bars sit in layer2
this should work....
can you provide a simple mfa replicating the issue?
Thanks for updating, glad it worked good :)
Understanding timing of events is one of the keys to short and efficient coding!
Better making a new thread for this,
but you can find some discussion on the forum already, i.e.
A really lovely title screen, thanks for the animated version and for the details on how you made it.
I'll throw out a line in the series "my personal unimportant detail on something already...
ahahah thanks casleziro and Caesar, *cough* I'm definitely not used to that,
my biggest surprise was seeing Youtube automatic captions actually understanding what I was saying XD
Ohhh I think I've missed past messages on the title screen,
it looks really evocative and "magic", awe-inspiring elements,
very fitting color scheme too.
Is it animated, btw / in which way?
Hello 3DBBQ, glad you're enjoying P3D :)
Not sure I understood the mouse question:
do you mean you'd like the "mouse lookaround" feature working in a different way,
or you'd like an example on...
ahah too kind Shinbaxter, I think I've read about this trick somewhere around in this magnificent forum X)
(not specifically for physics, but it worked..)
Anyway, might be your prayers have been...
Perhaps you could do that with subapps:
("run application" to see the subapp)
This pauses movement AND retain user control.
But not sure there's a way to display something over the...
Not too bad workaround probably,
maybe it's the best solution for performances if your game is already demanding and for not having to deal with the window control object
(like handling issues when...
There's been a talk about rotating rooms in this other thread too:
Ahh how many hours (too many..) spent firing at those "Dralthi" Kilrathi ships, that "disk" shape made them particularly fun to hit.
Btw, that glorious first Comanche stage looks great in that...
Very nice fog effect!
Overall it looks really great, awesome work, love it <3
Now we need to find (or to make..) a cool heightmaps editor :)