You don’t need to do that :). Ask itch for a refund.
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Wonderful game and story, the pixel art animation was very evocative. I also really like the second story, though the third was well done also, but a different vibe. I am looking forward to the team's next project.
Try experimenting with this, a slight change to the code you presented before. It shows placing a FQZ at random places around the camera. After you run the code. Replace the random() functions with numbers and see where the objects are placed. From understanding this, you can start placing your own objects around the center of the camera where you want. There are some comments to also read.
In 3D space there are three elements to the coordinates x,y,z. So if you are not using pitch and roll and the function, you need to think in 3D space when you place the objects using x, y and z. They are then projected into 2d screen space when rendered. If you need help with understanding this, I suggest reading up on 3D graphics, camera projection and coordinate systems.
Try replacing selfPitch and selfRoll with new variables, let's say objectRoll and objectPitch. Each second change the values of the two variables to something new (think of pitch as compass direction around the center and roll the angle to look up and down), so usually pitch goes from 0 to 360 and roll goes between 90 and -90. The 400 number is the distance from the center.
Hmm, can give me more description about what you are trying to do (a little more context). Using the PolarToCartesianPoint as described is usually used for placing something where the camera is pointed (center of the screen.) If the camera is position is changed, the placed object should then move away from the center of the screen.
You need to use the events like in the sample projects. Can you let me know what type of effect do you want FQZs to have in your game? I can then point you to the best sample project to start with.
I see what happened, try adding this group to the top level of your event sheet (something similar is in the example project layout 2). This method of setting speed to 0 and using dt to increment the time offset is mainly useful for the case where you might be changing the wind speed during runtime (you can add a multiplier to the dt that is added to WindTime to change the speed seamlessly.)
Another thing I saw in the project was that the height offset parameter was set to 1, this means that nothing will bend with the wind, normally set this to something like 0.1 (it depends on what your sprite looks like, but this assumes the lower 10% of the sprite should not bend, like a tree trunk.)
If you are not going to change the wind speed during runtime, you don't need any events, instead set the speed to a non-zero value and set up the other parameters so it has the behavior you want and the animation will occur without events.
Hope that helps!
It does not have built in 3D model animation support. It would require work in the project itself. I have seen C3 examples which show how to do this, but it's a fair bit of work to do the preprocessing and implementation.
Can you provide some more details? What's the 'background' is that a C3 2D background image on a 2D only layer? Do you have a video or mockup images to show as an example? How is the background 'moving'? Are you scrolling the view or moving the FQZCamera?
Are you trying the test project? I tried it on the latest C3 beta and it worked. Can you tell me details about the platform you are trying it on (which PC/Mac/Mobile, which OS version, etc.?) Also, can you open the dev console (F12 on Windows, option-cmd-J on OSX) and report any errors seen?
It's likely because only two layers / regions are currently checked for in the example project, but in the case above, platforms are being placed in regions outside those currently checked. You could add more layers / regions this group (add checks for the new regions with new tags, change the collision filter boundary checks to be outside the defined regions.
Just in case, here's a description of what a skybox is: https://en.wikipedia.org/wiki/Skybox_(video_games)
The dragon and golem models are not rendered in 3D with C3, the textures for the FQZ skybox cube are pre-rendered in Flowscape.
The code / events are the same, the skyboxes are just using different images/textures for the skybox. I'll look for those old images, but again the code/events themselves will be the same.
Hi, thanks for the question.
Take a look at FQZSkyboxSimple-1-0-0.c3p, it's a similar project with different graphics / textures for the skybox. You can change the texture used by changing the name in the creation of the skybox on init (see below picture for an example.) The graphics/texture are created in the really nice program Flowscape (also available on itch.io)
No it does not, the addon itself does not accept any formats. We made an example project with the help of the dev community that parses and supports the obj format (it is static, no animations.)
Yes, you can change the 'animation' on each of the sides of the cube (e.g. Lava Animation -> Ice Animation). To create a cube, you can set the (x,y,z) vertices of each FQZ to form a cube. I think that would be the easiest way. Perhaps create a function which takes in a x,y,z center, size and initial animation which would create a cube for ease of use.
The training mode really helps! Make at least one try at training mode on first play mandatory? Any thoughts to making the pass routes semi-visible during the play, or perhaps 'waypoints'?