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Robo25

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A member registered Oct 31, 2020 · View creator page →

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I have just updated it to also work with the Free edition as it used to work before - re-download and try it now...

I will make a version for the Free Edition also...give me a day or so...

Did you work it out ?

The compiled exe file must be attached using Pro or Studio into CopperCube.

The head bobbing auto works with no API's needed by default.

Use the latest version in case you have an older one that doesn't have this.


This is a paid asset 

https://robo25.itch.io/coppercube-new-apis

Hi Niven,

The head bobbling works automatically for the first person character.

You can adjust its vertical and sideways movement using these API's :

#Camera.bobspeed = 0-2; **NEW** use the 'Set or Change a Variable' and the name of the camera

#Camera.bobUp = 0-2; **NEW** use the 'Set or Change a Variable' and the name of the camera

#Camera.bobSide = 0-2; **NEW** use the 'Set or Change a Variable' and the name of the camera

- here Camera is the name of your FPS Camera node.

cheers :)

I made some more improvements and tweaks with occlusion culling, its the best I can make it and runs best using 30ms or less time delay.

It causes flickering with transparent objects if something can be culled that is positioned behind it but other than that its pretty good.

I tested a 1.2 mill polygon terrain and was still getting around 260 FPS looking at the most detailed sections., with the rest was closer to 300+ FPS..

Yes, it work when you have numerous large chunks (say 50-200 ish) and can then turn each one on/off accordingly.

Its back up now

yes, a ccb demo file is included when you buy it.

(1 edit)

ok, cool :)

sorry about that - now uploaded....comes with few better enhancements also...

the node must only be the object you pick up when using physics in CC - like using Svens behavior.

Is that what your doing ?

enjoy

read the readme carefully - hope that is enough.

ccbSetPhysicsRotation(Node, false);

set as true or false

All game textures have been upgraded now in 2024.

cheers :)

ваше здоровье

Ok, well never mind payment then - see the Occlusion Culling for free download now instead. It will be free for the next 3 days and will revert back to paid after that. Enjoy.

ok, I just checked Paypal and its not there yet - it should show up in a day or so and will send you then.

put your email address here on this post and will respond with what you need.

ok, well send me your email address and can sort it out that way if you like.

I will need to send you the asset to your email also.

I just updated the "Download & install instructions" - hopefully answers your questions..

You can actually use the free version for this if you wanted...

I just updated the "Download & install instructions" - hopefully answers your questions..

HI Sven, thanks for this  - I edited the source code and was able to stop and restart the rotation plus get the impact damage velocity also...CC physics are looking better than ever...

I hope this is enough as bit busy with other things atm. Any questions just ask.

If you needed a better Hadoken extension explanation feel free to ask him to do a video on it 

For a simple stamina bar - create a 2d overlay based on percent is best. 

The code is pretty simple  -every 50ms or so:

var maxStamina = 4; // in this case 4% of screen width

var stamina = maxStamina;

if (playerStat == "run") {stamina -= 0.007;}

else if (playerStat == "walk") {stamina += 0.0024;}

else {stamina += 0.005;}

if (stamina > maxStamina) {stamina = maxStamina;}

if (stamina < 0) {stamina = 0;}

ccbSetSceneNodeProperty(stamN, "Width (percent)", stamina);

I will have a look at anything might help with a stamina bar also...

Hey Niven.

Thanks for the feedback - and purchase.

The new terrain walking API is out and I just now uploaded it here to itchio under that same asset you bought so have a look. 

It comes with the ccb file and custom Behaviour all setup and working with terrain sounds....let me know if there are any problems.

nice !

Ok, that's strange as definitely works with most people. 

maybe you forgot to drop the 64-bit dll file in the folder over the top of the existing one as it defaults to 32-bit...

thanks :)

Yeah, your probably right, I just don't have time for that at the moment.

Source code in located on Github if you wanted to have a look and the files I notice that affect the physics walking is:

CFlaceAnimatorCollisionResponse.cpp - line 200 - 234 (approx)

Hi Sven - thanks for this - work well actually - better than my own version.

I notice using the physics engine of CC has issues with low ledges getting stuck on from the ground....and terrain walking is not smooth....any suggestions ??

I'm current looking at the source code but might actually be an issue with bullet physics maybe ??

Why not have a go at fixing this also yourself ?

cheers :)

Thanks VP.

Not sure if could do that and in any case its part of the Editor which I don't have the code for anyway so unable to change anything in the Editor until Niko releases it to the public...maybe then I could....you could ask him to do that maybe..

thanks for that

cheers

thanks, cheers

cheers, thanks :)  - I ended up putting a lot of work into this as I expect to reuse the code elsewhere in my main Game Saturn 7.

Hi there, feel free if you want to try my massively upgraded version of Alien Revenge - totally rebuilt in every way.....now alien has vision and hearing amongst many other improvements....