This blows my mind.
This blows my mind.
In the event editor you should find it inside the "engine" folder (I stocked there most "engine" objects)
while the event list doesn't show folders so you can see it outside!
Values > 26 can be accessed by index -- "use expression" command
in the "set value" dialog box, near "choose alt. value" you can click the "use expression" button,
and then enter there the value ID you want to change >> 69 or 70
Thanks so much, I'll give that a go later when I'm home. I must say this is really an incredible working engine, and I love the retro-style texturing look, it's like a dream for those of us ever wanting to make things that look like PS1/DOS style games. I wanted to use the raycaster plugin for so long but the editor makes it fussy, P3D however is REALLY easy to use!!
That's great to hear, thank you
I really hoped users would have found the "interface" easy to use yet flexible
Seems like slide-wall feature is almost done, so it will very likely be present in next update.
I'm now going to clean rotation collisions, because rotating left/right can bring your player to overlap obstacles - get stuck
(I should probably have better not have the map objects really "rotate" to avoid this happening.. but it gave a more believable effect imo..)
Well - will see if I can find some cleaner solution for this also.
Awesome, look forward to the update! Is it possible to have items not appear see-through? I'm not sure why certain objects are partially invisible?
So I can better understand the question, you mean:
1. some objects being semi-transparent or
2. things going in front of other things that are supposed to stay behind
You refer to a particular object in a particular example or..?
Sorry, when the fog distance is set to draw close ( I'm thinking like this: https://youtu.be/jpdLjFgKdwY?t=9 ) it causes walls and cubes to appear see-through with walls behind or even floors to be seen through them. I'm playing with the fogging-depth to try and fix it without a lot of luck, what would be the best way of getting that kind of close, tight "black fog" without being able to see-through walls?
For black fog in particular, there is a "night-time" fog option which works wonders.
I'm using it in Quadratic Attack 3D, if you're interested in seeing how that looks in action.
Yes, I've put N in the multi string, but I'm not sure if that's changed much, I already set my backgrounds, skies and ground to black and I'm getting a semi-translucent effect on the cubes (I'm just playing with the default map in the example so far).
You have also to remove the "F" for "Fading", I guess this is still causing objects to vanish?
Since both "N" and "F" can theorically work together, although little useful
happygreenfrog: any news on Quadratic Attack 3D? Would love seeing the ice stage !
(seems like the forum refuses to put the heart icon when not followed by another character?)