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Creative Ed

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A member registered Oct 19, 2017 · View creator page →

Creator of

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Hey! Thanks for looking into it, I will check these out and get back to you.

Appreciate it, looking forward to it! Love your work.

Hey kindeyegames, I'm not sure if you saw my reply to your request of a project file containing the bugs I had reported previously. Since the response was pretty deep in the thread, you may have missed it, but I did manage to put together a demo for you showcasing the issues I mentioned back then.

Here's the link to the demo just in case you didn't see it:
https://creativeed.itch.io/construct-3-3d-object-rotate-3d-bugs

Note that to catch some of the bugs, you may need to lower the camera

Hey! Thanks for getting back to me. Sorry for the long time to respond, I was able to work on a demo this today, it should help you identify the issues.
The password is kindeyegames:
https://creativeed.itch.io/construct-3-3d-object-rotate-3d-bugs

Let me know if you have any questions

I want to report another bug, when an object with the Rotate 3D behavior is a child of another object, it doesn't follow the X,Y position of the parent. It does follow the Z Elevation though.
I was trying to do a procedural skybox.

Thanks! Just joined the Construct 3 Discord, didn't know there was one.

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Thanks for looking into it! Very appreciated.
It would be great to be able to freely use effects without these workarounds. These things are mostly what's holding me back at this moment. Once I'm able to overcome these limitations I should be able to get some eye widening results.

Thanks for the response,
I see, even with normal mapping it would be easy enough to create a normal map that smooths out the surface, so one could just do that I guess.
Regarding the commissions, that's good to know! Definitely will be considering at some point. Is there a platform to submit commissions, what are your rates?

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Ok I don't want to be a pain, but I do want to show you one last thing
^ ^'
I am having this issue when adding effects to 3D Object, and I am also getting this when adding Effects to a Sprite with the Rotate 3D behavior.

The object gets cut off either at the top or bottom (depending on object scale and Z Elevation.)

I did manage to work around this by setting the Layer Elevation of where I have the object to 1. But it just about works with the exact values I have for the object scale and whatnot, which is why in the previous message there is no visible glitch on the star. As soon as I change those values a little bit, I get the result on the video below.

One other problem that I get by having the 3D Object in a layer that has > 0 Z Elevation is that if I attempt to rotate it, it doesn't rotate on what should be its pivot point. (what I mentioned on the first comment)

I initially thought that this was a problem with Construct's 3D features in general, but I'm not getting these issues with the 3D shapes.

It would be great if these issues could be fixed somehow.

Wanted to show you something cool:



Trying to make the most of these plugins. You may also recognize your Glow Worms effect in action :)

I do have a question, would it be possible to get a rotate towards object action for the 3D Object?
I know that you already have that available on the Rotate3D Behavior, but I didn't obtain very good results with that, the object loses its center. (Also seems a bit redundant?)

I tried doing it myself, but wasn't able to get it to work properly. My best results weren't that good as I couldn't get the 3 axis to work properly, only X and Y.

Here's a drawing of what I'm trying to achieve:

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Hello! There seems to be a problem with the Rotate3D.AngleX, AngleY, AngleZ expressions, as I am getting no value from them.
I tried tracking them every tick and I always get 0, even though the mesh is set to always rotate towards the Camera.

The object I am trying to track is a Sprite Object.

Cheers!

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Thanks for the response!
So in this case, is it possible to get smooth shading using procedural normals? Are procedural normals available in this plugin or are you referencing the procedural normals effect? (sorry for the rapid-fire questions)

Having more normal support on the 3D object would be awesome! I think that currently not being able to have smooth shading is holding back the 3DObject and lighting. Would love to get some smooth shading, as right now the only option I seem to have is making a duplicate of the sphere mesh and fake the shading with a gradient effect, which will cause me to have an extra mesh and draw call.

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Hello, I would like to report that the object pivot point becomes unaligned from the object when the object is placed on a layer with a Z Elevation other than 0.

Hello! Looking to use this on a project I'm working on. Does this support smooth shading, or is it always faceted?

I'm looking to experiment with this to shade planets, and the last experiment I did with the lighting option available for the 3DObject would only show faceted shading.

Cheers!

Amazing response, thank you so much!

Hello! Bought your plugin a while back haven't had the chance to test it much, but I have a few questions if that's ok:
- Is there any info about the performance of this on phones when exported to android? I played this demo on my phone through the browser and runs just fine, wondering how it would perform as an app.

- Does it support alpha on textures? And if so, does it have the same problem that Construct 3's 3D objects have in which it doesn't draw objects that are behind alpha textures properly?

- Can we expect any sort of texturing other than diffuse in the future? For instance normal maps or specular mapping?

Thank you so much

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Update: I did it, just turned the room chunks into corridors and it's done :)
*The different floor tiles was just for me to identify the Different snippets combinations.


I'm going to purchase it soon :)

Hey Aerosys, thank you for your response!
Unfortunately as they are I'm not sure if they'll be able to achieve what I need. I will try doing some experimentation. Used to work around RPGMaker's limitations, so I'll try the same mindset here haha
In terms of the rooms being 1 tile only, in my game the rooms will be simply 1 event that when interacted with spawns a battle or a cutscene, that is why they need to be 1 tile only. After that's done with, the player progresses to the next room.
Is it possible to edit/create new algorithms? How hard do you think would be to make a change like this to one of the current algorithms?

Everything else is great news!
To be honest even if it ends up not being a fit for the current game I'm working on, this is hands down the best plugin I've seen for Random maps, and I have a couple games planned that will require the types of maps exactly like the ones already provided on the plugin, so this will definitely be useful for me. You did an amazing job, congrats.

One last question, do you plan on improving the World Map algorithm? It looks great sometimes but the edges are all straight lines, which makes it look unnatural. Is this something that will be improved in the future?
Maybe using a second noise pass applied to the edge area to cut out the edges could do the trick (just throwing it out there)

Cheers!

Hello Aerosys, I am planning on buying your plugin for the project I am working on. However I have a couple questions that I'd like to ask to know if I'm able to achieve with this plugin what I'm looking for.

I'm trying to create maps that have corridors that are only 1 tile wide, and rooms that are made of 1 tile only. Each room must have a specific event on it, and certain events may be scattered through corridors.
For context, I am aiming to create a map like that of Darkest Dungeon, that can be navigated using mouse. (it's a simplified take on exploration so we can save on environment graphic creation)
Here's a sample of how it's supposed to look (btw I would achieve the rooms looking bigger by just having a big event graphic, they'd still be 1 tile only):


Would this be doable?

The other question I have is, can this plugin be used on a game deployed for mobile? I know some plugins aren't compatible with mobile, so  would like to confirm that.

I hope to hear from you,
Thank you!

Hello Raphael, I apologize for the late response.
That is quite alright, I have a twitter page where I take commissions, you can find it here:
https://twitter.com/Cr_Method

Thank you!

No problem! Gald you got it working :)
I see now what you meant before, you had saved it as a preset only, which only saves a file to be used in the software if you need to edit your sounds for example. It's not meant to export. I realize that it may be a bit confusing, maybe I'll change that and try to make it more intuitive.

Cheers!

Hey! Thank you for your feedback :) I apologize for the long time to respond, I only saw your comment today.
Try exporting it as webm and converting it into mp3 using a conversion software. Webm seems to be the most stable file format at the moment.

I apologize for the inconvenience.

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Thank you so much for your purchase!
Sorry for the long time to respond, I'm glad you got it working.

Cheers!

I will see what I can do :)

Hey Alex! Thank you for the feedback :)
Do you mean the sound playing automatically each time a slider is changed? Instead of having to press the play button?

In order to preview the sound without recording it you can just hit the button "Play" and you can stop it whenever you wish by hitting the Stop button next to it. That way it won't be recorded, just previewed.

You should be able to use it without the plugin as well by inputting the values on the actor or class database, by changing parameter rates in the traits list. 

No problem :)

Some more feedback I can give is to add a sound to the power charge with a rising pitch to give some audio feedback to the player.
Make sure the player does not spawn on top of a solid object after dying. That happened to me and my ship got imideately destroyed again.

Oh it's Ctrl to shoot. A bit of an unconventional key to shoot. Consider using the spacebar and 'Z' or 'X' to shoot as well.

Looking great! Needs a bit of info on the controls though I can't shoot :')

Thank you!! ^ ^

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Hello Youko! Sorry for the late response,  I took  some days off and got back today.
It's just an image, no windowskin. So in order to have the menu fit the image, I either have to change window position relative to the image, or the image relative to the window. Right now I could only offset the contents of the window, which make them leave the window itself.
Here's the stuff you asked:

Window background image:


Code:

Yeah , I'm looking to have this type of scrollbar:


I'm using very small vertical menus, and having something like this will be essential for navigation. Here's how my menu looks:


Also, one quick question. As you can see in the "List" window, the arrows are not aligned with its contents because I had to create an offset in order to have the window aligned with the image. However this breaks the window itself, is it possible to give the background image itself an offset? So that I can just fix its position relative to the window. I tried to do it, but haven't figured it out.

Ha! Thank you, that solved the problem!

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Hi, I was just wondering, will it be possible to  have scrollbars on menus? I am using MogHunters scrollbar plug-in and it works pretty well with every window based plugin, but it doesn't work with this one (and  I will really need it >.<).  Will there be possible  to have an alternative, or is it possible to add compatibility to that plugin?

Hi, I just bought this and it  changes the default menu and battle (it even removes the sideview battle). Are there no files that  don't change anything? So that I can make only the changes I want?