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cristo1

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A member registered Apr 06, 2018 · View creator page →

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Hi, I tested the static models test and with 9  of the models I get 60 fps with static on and 30 fps without. On your very first test on the discord though(this one https://kindeyegames.com/stat/) I got 14-15 models with 60 fps, and 20-25 without. I have a 3060ti.

Nice! I will test later, Webgpu barely makes a difference for me for some reason in construct. Sometimes even worse performance lol.

Try putting it on the topmost layer, and 3D distance for the Draw Order.

Looks great!

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This is just experimental, probably shouldn't use it seriously yet, but all you have to do in the code is change values of the lights colors and positions and angles. Very easy, there is comments.

Aw, that just gave me a good idea too. Putting a light on each bullet and shoot it down a dark hallway would look so cool.

I'll play with this this weekend thanks! This needs outline glow btw.

I just tested this and its about 1000x faster than old face light lol. Amazing.

Cool! Amazing job on this addon. This addon made me learn blender for 3d modeling and animations and i'm glad I did. I don't have to use free 3d assets anymore for future games lol.

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What's this zelevation0 for? 

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Is it possible for the gltf path to have a drop down list of all the names of all the glb and gltf in the Files for QoL? Kind of like instance variables.

Yes!!!

I had errors but I just didn't have rotate3d on them also. Oops

Cool! I will try on the weekend. Is there impulse at angle or position yet?

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Is this effect possible to do? Seeing the character on other side of wall while the wall is 100 opacity. Or do you know a way how this can be done? 

EDIT: Nevermind. I think destination out is the answer, but it sucks with 3d camera lol

Wow. This is so cool.

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That is weird. I have latest update and that doesn't happen. Need to see your events. Does it happen when you delete the character from layout? Can you upload the model with the problem? I want to test it.

EDIT: I found it nevermind. I will test.

EDIT: I tested 100 on screen no problem.

Make a test demo? or share the file? Your game is crashing for me too on PC.

Is that stuck there forever for backward compatibility?

Having anything in other than 0 in the obsolete z elevation now makes models disappear. If anyone has invisible models, put that at 0.

This is exactly what i wanted to do with my test with the chicken lol.

Nevermind, I found your cloud addon on the main site. I will play around with that one.

Hi, I'm working on working on skybox right now and just wanted to ask if your starfield clouds effect work with 3d? Is it an effect for a sprite or does it cover whole layout? Can it be used on 3d box? If it does, do you have one with just clouds? Im looking for one kind of like this https://www.shadertoy.com/view/4tdSWr or thishttps://www.shadertoy.com/view/XslGRr

https://www.mediafire.com/file/rjvumsroaka9npg/Mesh.c3p/file

Im just playing around and trying to make 3dobject rotate with the cube. There's many errors so I think I probably failed.

Is it possible to attach a 3d object to this and match its rotation? When I try, the whole 3d scene turns 2d and everything disappears.

Wow... will definitely buy and play with it this week. I feel like I have to remake my game now since all my characters are blob monsters and this will work so well........ so much work lol.

I guess this is a good alternative to heightmaps for slopes?

Nice! I'll check it out thanks.

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50 objects low poly is fine. You can do some optimizations like set animation rate to 0 or object invisible when its far away or behind walls if you want a lot of npc.

Also, not a lot of games has over 50 character/npc/enemies on screen. I made tests and 100 on screen isn't a problem which should be enough for 95% of game genres. Games like the Ps2 Dynasty Warriors games give an illusion of 1000s of units, but in reality there's only like 40-50 enemies on screen at once, further ones aren't visible and the Ai is so basic. Creating smart enemies that uses collision checks and loops and stuff usually is the performance killer if not designed correctly. Gdevelop can display 1000s enemies sure, but will lag once you start giving them behaviors or collision checks. 1000s of static object instances like trees in the background is nice tho, something Gdevelop is good at.

Omg. I need those rotating texts. Also how does that site work? Can we request stuff like 3d Trails for like 100 dollars or something?

That game 100% possible to make now. Actually it's weird that there isn't an influx of 2.5D platformers now that it's so easy to make.

Just watched gameplay for that and..... that looks difficult lol. If you figure out the math on how to do that walking on walls/ceilings with camera rotating stuff then sure. I'm just amazed something in the Ps1 days could do that.

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Made a cool aiming mechanic where the camera only turns when going out of the aim bounds. Free aim style and hit detection using layertocanvas, but more suited for a robot game/bullet hell style. My next game after I finish my current jump on head platformer lol.

To anyone who wants bullet zelevation to work, its just player.zelevations - target.zelevation

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I tested on other pc and lag was a alot better, I think its because of my refresh rate on my monitor. My other pc has 60hz rate and the the lag pc is 165, maybe the big dip from 165 to 60 make it look lag. I wish we could limit fps on Construct 3. The good news is worker mode basically fixes all the lag magically.

Also forgot that I had vertex rounding on for everything, which kills fps if I don't optimize it lol.

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Yeah I need to test on another pc. Im getting a weird lag when it goes below 80 fps even with workers on.

https://cristo1.itch.io/fps-test

Uploaded test for anyone, Lag happens on my pc just holding right arrow and spinning camera.

I managed to get around this on my pc by making a sprite, setting it in front of the player, and lerping it while lerping 3d camera to that sprite also. Makes turning camera and looking at enemies smoother on my pc.

EDIT: This is with workers disabled BTW. With workers enabled its actually not bad at all at 60fps on my pc.

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Sure, this is what I use for graphics test, but I have another problem that's kinda important lol. Why is this lagging while turning or jumping when looking at all the enemies when its clearly over 60fps? 

https://www.mediafire.com/file/p4jgumuwdtu1pu0/LookTest.c3p/file

Like turning with the arrow keys and jumping. Standing still looking at enemies, theres obv no lag. Also no lag when turning without enemies on screen.

I've tried it also with mouse movement and regular rotate angle with same result. Car behavior is actually the less laggy one lol.

Retested with more enemies at 30 fps, and its exactly the same as when its at 90+ fps lol, ZERO lag when not moving camera or jumping.

Weird, because it looks like its only the movement lagging not the animations for 3dobjects. It might be Construct's way of handling timedelta and fps?

I'll experiment and see if there's a way to smoothen camera so it doesn't look like its skipping frames. 50fps+ should be way smoother than this, maybe a motion blur can hide it.

Also have workers off so it drops fps more.

Yeah, when the textures kinda snap to different mappings as you move closer and further away, but I tried Duckstation emulator with 4k and geometry fix, and it actually looks good when only the characters have a little bit of jitter and the wall/floor textures don't snap around. Low res also looks good but my game needs you be able to see into the distance clearly for far jumps. Will upload a demo after I fix some bugs.

When you make a edit in blender for your model (like color change) and you replace the glb with the edited one. The change doesn't update in the editor.

Also, for anyone trying to make Ps1 style games which Construct 3 is now, we are basically Ps1.5 lol. This is interesting.

https://www.david-colson.com/2021/11/30/ps1-style-renderer.html

https://cristo1.itch.io/vertex-test

Is this suppose to work or do the models need the keyframes? Left one is rotating using set rotation, and right one is blender animation. Should I just give walls a really tiny animation in blender? 

Trying to get this look on the walls.

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Wow that looks good. My main character is a blob that can change elements. This could be perfect.