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Andys Hat

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A member registered Aug 07, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

I agree that changing textures mid game is a necessity. My tank game allows sprites to be used to change the team color and damage state.


(1 edit)

no they should still be up. I was able to start a server. 
try again. if it fails I will look into it

done

I can add another key to it. did you have one in mind?

(mice aiming is partly implemented. it had bugs in browser so i disabled it for now. but the click still works)

oooo.

I will play around with it.

I guess that makes sense. Construct is a 2d engine after all. Still a shame though.

[SW-Preview] Up to date

plugin.js:8 opts 

{runtime: C3.Runtime, isSingleGlobal: false, isWorld: true, isRotatable: false, hasEffects: true, …}

plugin.js:171 [3DObject] allow gpu skinning

plugin.js:188 [3DObject] shader mikal_frag_light-8 not found

The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127

local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGPU [nvidia/lovelace]

instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')

    at Object3DInstance.Tick (instance.js:1:5086)

    at Array._tickFunc (sdkInstanceBase.js:1:3226)

    at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)

    at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)

    at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)

    at C3.Runtime.Tick (runtime.js:1:38223)

    at C3.Runtime.Start (runtime.js:1:19364)

    at async C3.Runtime.Init (runtime.js:1:12312)

    at async InitRuntime (workermain.js:1:3322)

Tick    @    instance.js:1

_tickFunc    @    sdkInstanceBase.js:1

_FireNonCancellable    @    handler.js:1

dispatchEvent    @    dispatcher.js:1

Step_AfterPreTick    @    runtime.js:1

Tick    @    runtime.js:1

Start    @    runtime.js:1

await in Start        

Init    @    runtime.js:1

await in Init        

self.C3_InitRuntime    @    runtime.js:1

InitRuntime    @    workermain.js:1

await in InitRuntime        

HandleInitRuntimeMessage    @    workermain.js:1



in this I notice it wants the frag light shader and GPU skinning on. when I enable those I get this error

[C3 preview] Browser opened wrong size popup: wanted 854 x 972, got 854 x 971; resizing to compensate

plugin.js:8 opts Object

plugin.js:171 [3DObject] allow gpu skinning

The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning

local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning

workermain.js:1 Uncaught (in promise) GPUPipelineError: The fragment input at location 0 doesn't have a corresponding vertex output.

    at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)

    at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)


(1 edit)

did he say why?

As for the webgl2 thing. I disabled WebPGU. I assume when it says webgl, it also includes webgl2?

I see you are already getting a lot of replies about the newest beta builds. 

This is the one I am getting in Chrome.  as for a test project it happens in a blank project with only a 3d object in it. 

instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')

    at Object3DInstance.Tick (instance.js:1:5086)

    at Array._tickFunc (sdkInstanceBase.js:1:3226)

    at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)

    at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)

    at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)

    at C3.Runtime.Tick (runtime.js:1:38223)

    at normal (runtime.js:1:3193)


So what is needed in SDK V2 for this to work?
(2 edits)

everything is still pretty much place holder. but the plugin is working great for my tank game. A spiritual successor to BattleTanx .

can scroll the UV for tracks and morph shapes for damage. I plan to have a proper explosion animation for tanks and buildings down the line.

yah the level was one big object. I will cut it up into smaller chunks to help. Thanks

Alpha channels are having a weird effect where they clip through geometry behind them. I am using 3d shapes for the smoke effect. the world is a 3d object

is that the mikal_frag_light-8-2.8.0.c3addon? what parameter is it? I have tried toggling the booleans but I don't notice anything.

How do I use the affine texture effect on a 3d object?

there was no lighting but I figured it out. I had a mesh with a material but no texture. and that dark blue in the picture was the same base color of that material.

I don't know why it overrode other materials (and only on nodes not the first one selected) but that was it

to add on to this the model loads fine on the tester sites

(1 edit)

secondary nodes seem to light weird. notice that when I export just one node (the sprockets here) they light fine on their own. any idea? (the turret is it's own object so is unrelated to the body) It must be related to my object as testing with the clerk model from your examples is fine. But I don't what property of my object could be influenced by the other nodes

that fixed the issue

(2 edits)

ah that was it. I did not know that was even an export setting. It seems to have been added in Blender 4.0 as this was never an issue in 3.0 up.
For anyone else that has this issue. You can find it here in Blender 4.X export settings.


I am getting an error and I am not sure what it means.

When I set the object source in C3 I get "error: gltf, unhandled bufferView, try exporting gltf without using sparse accessors"

The model loads fine on the tester sites. the error it gives me is "

0
UNUSED_OBJECT
This object may be unused.
2
/meshes/0/primitives/0/attributes/TEXCOORD_0

" But I Don't know what that means.

I uploaded the file I am testing if you wanted to look at it.

https://drive.google.com/file/d/1JPLh9YELbWTffP7mHefZT7v2FmyJtujR/view?usp=shari...

When colliding with a 3d object. would it be possible to get the material name of the triangle you collided with? would be useful for effects or sounds (foot steps on rock vs snow, ect)

question about the NodePointPosition("name",num) expression.

How do you set a point on a model? if I load the model used in the example I don't see a point where the effect is.

Wooooo!

amazing!

(2 edits)

I don't have an exact model. But for a racer it would involve the parts of the map you actually race on. and for a platformer/shooter it would be buildings, cave systems, and so on. placing individual colliders would be time consuming. and some geometry does not fit cleanly inside primitive shapes.

Are there plans to use a 3d models geometry as the collision shape? not optimized it can be a huge performance sink. but it would be great to hide a simplified 3d object that represents the worlds collision alongside a separate one for the visual.

(1 edit)

Hello. I am having a bug it seems

I cannot load the effects into my project. but if I load the demo project they are selectable. and I know I installed them. any advice? other effect plugins seem to work. So I wonder if it is local to this pack

Got yah.

Another request. Would it be possible to set an animation to a spacific frame with an action?

(1 edit)

The proper term I was thinkning of is animation "blendtrees". My thinking is the "play animation" action could have a bone ID field. When the animation is played you can choose what bone(and that bones children) the animation is played on.  You could for example apply a walk animation to the legs, and a punch animation on the torso/arms

awesome

(1 edit)

Would it be possible to play multiple animations on the same object? I'd happily commission that depending on your rate

Perfect. Thank you!

can you add an action to rotate an object to a position? I have a sprite for a lens flare and want it to always point to the camera

The fact shapecasting is a feature for this new engine convinces me it's better. but I will for sure test this.

PhysicsAndRotate
spring and Raycast_Triggers can't open saying that it's not a valid c3c file

is the  ssao-1-5-1 addon the same as Mikal_SSAO_Color? some examples are telling me I need it. but I can't find it

any chance of a 3d raycast?

I appreciate.

agreed a LAN mode would be amazing

(1 edit)

wow this looks awesome. by any chance is link support planned? MP would be very coo.
edit: Oh I see it already has it! yep I am paying for this.