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Robo25

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

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Did you see the video I made - I think its pretty detailed.

www.youtu.be/wRBh3PVaABc

Hi there, something like that I would need access to the Editor source code so I dont think I can get that working.

Most of my plugin functionality is based on running set code at certain times rather than checking something all the time like would be needed for something like that.

ok thanks for the input. I dont use CC shadows at all in my own usage so never really check that.

CC shadows look bad and has terrible performance so I never use it.

Seems to be a limitation so I will update the notes so other know, cheers.

All of my additions and improvements from an API perspective use Javascript.

If you dont know how to use or code anything in Javascript then cant help you unless its to do with a specific Action or Bahavior I made.

Try using 'Scratch' - this might be more useful for you in making games....

The API for each is written down for you in plain English plus you have a video on each one also - how is all that not enough ???

What part exactly did you try to get working but was unable to ?

So how did you go - all runs fine now ?

yes you can use this email address:  proff1972@yahoo.com.au

also mention what part exactly used to work and now doesnt - ie just the particlkes or what node exactly....

OK, can you confirm that when you use the standard free version without any binary at all running it then works ok ?

If still a problem then can you send me a test file sample so I can run it myself and find what it is ?

If your still having issues after this update the let me know:

- which version - free/Pro ?

- which API you using and are you using a shortcut with debug info and is there any specific API causing issues ?

- are you using collision with particles or nothing much new ?

Are you using particles ?

I noticed an issue recently but should be fixed now with latest uploads as of today....let me know...

Cheers Niven, thanks !

I tried the fog with terraina nd 3d mesh and found no issues - did you work it out ?

See here: https://ibb.co/WNqthzcn

I noticed someone else dd make soemthing in an Action before that ddi this....wills ee what can be done however with this, cheers

OK, will test it out on my end and see how it goes...let you know..

Well done Just_in_case - this a good addition and actually makes the game run faster for some reason with about 10% improvement in FPS. 

In my game, I make most inputs on a  timer that on receipt of that input it then registers that request and disables that key for like 300-500ms so that wont stuff things up by holding down input keys. Then  after the timer allow input again.

Another way is to only reset the input once received when the key is left up then allow that same input again  - this is better actually.

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