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Ilikeyam

9
Posts
1
Topics
A member registered Feb 07, 2023

Recent community posts

Got it. With Worker off:

-If I open the placeholder example, Construct cannot display the layout (corrupted layout icon).

-If I manually create an Object and set the logic- I get a black screen on Preview...

Updated to 1.6.6 and the Car example works fine now. Thank you!
Is  there any solution to my second question - texture from Sprite with shading?

Using latest version of Chrome, the plugin and latest Stable of Construct (458.2) - the placeholder system does not seem to work - running the Car example flashes the proper look for a second, after which all I see is a blue cube on a teal background. I can see the construct portion (yellow square) working. There are a bunch of unhandled exceptions in the Console - any idea what's happening?

Also, taking a texture from a Sprite seems to disable shading - the object become 100% emissive. Changing the shading model (Phong etc) gets me back the shading but I lose the texture. Is there any way to get the texture from a Sprite and shading?

Besides these two issues, great plugin - reminds me of the old Q3D.

Sorry - what I meant was the C3 Image Editor texture having to be greater than the spritesheet size. Many times, I load the texture that was embedded in GLB into the image editor, and this becomes an issue since the texture tends to be lower res (pixel art etc.).

I usually pad or combine textures, but it would help if I didn't have to. Not a deal breaker in any way - just curious if this is a limitation you're planning to remove.

I love the stylized look of the per-face lighting - a couple of questions and suggestions:

-while the ultimate goal would be per-pixel lighting, please do keep this mode available in the future, for its stylized look - same, if you manage to get per-vertex lighting going (Gouraud-ish?)

-are you working on/considering decoupling texture size from the C3 spritesheet size? This limitation kind of goes against using glb as an all-encompassing format (mesh+texture) - as you still need to take an outside parameter (C3 spritesheet size) into account...

(1 edit)

Yes - it did crash C3 as well.

However, r331 was released just now - and it works with 2.36.4 for me - no more crashes/issues. All is good.

The only combo I can get to work without crashing is C3 at 327.2 (stable) and 3dobject at 2.35.3 - anything newer than that for either C3 or 3dobject causes a crash on confirming the 3d object file name or re-opening the file. Is this a known thing, or is the issue possibly on my side? Thanks.

First point resolved - I completely forgot Pixel Composer supports  group drag and drop...

Hi. Great software - but I have a couple of questions:

-Is it possible to import an image sequence as an array or animation automatically? My sequence is named Test0000.png to Test 0050.png

-when importing an image using any IO node, if the path/filename has spaces, it will be correctly encapsulated in quotation marks and the image will be visible, but upon clicking on the folder icon near the path (in the node) and specifying the file again, the quotation marks will not be added, resulting in an "image not found" error. This seems like a bug?