I will try to update the platformer controller with an alternate jump method that won’t require physics engine :)
Glitched Velocity
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Hi there thanks for your comment , your concers are true, but the previous versions of the shader works perfectly fine without any bug, only the latest version which is not 20 USD, it is actually 30 USD has bugs in it, and I don’t recommend anybody to purchase it. I will probably restrict the latest buggy version of the shader, so that it won’t cause any confusion. So when you look at something buggy you might also look at its previous versions, Coppercube itself has so many bugs since version 1 and yet are not fixed, but I am working on finding a solution to fix the bug. The shader works as expected but when you have huge scene with tonnes of lighting you will face FPS drops. Functionality wise there is no bug in the shader, but I don’t want people to purchase it and then later encounter the performance issue. I will probably hide “version 4” until I find a solution for the performance drop.
Thanks :) You should spend your money on buying assets for your games or to purchase other extensions or things that might be valuable to you.
Hi there as the shader is based on Light Shader V1.4, it also has the same bug that affects the performance so I don’t recommend purchasing it.
For the Exampls, you can checkout my Discord server for the Shaders Channel, there I shared some unlisted youtube videos of the shader in action.
It seems you are more into Visual novels and other things, there is already an easy-to-use Visual Novels plugin that you can use to easily create a good storyline along with the dialogue conversations and choices. You can check that out.
Hi there, I don’t recommend purchasing this shader anymore, as there is a major bug in the latest version of this shader that affects the performance. However the shader can be used on any object including animated meshes, it also works with the terrain, but it is not recommended to use it with terrain as it will cause some weird artifacts, where the texture blends into each other in the terrain.
Hi there, it’s really easy to fix, all you need to do is just turn OFF “Billinear Filter”, in order to do so, go to the iredit-irrlicht properties, and select the plane mesh in the irrlicht/irredit properties, go to materials tab, and turn OFF the “Billinear Filter”.
And these artifacts will go away from the top of the sprites, I did have mentioned this a few times in some of my videos, but I don’t remember exactly in which one.
Anyways, I hope the extension will be helpful to you:)
Glad that you like the controller pack, I will look into this jump animation issue, afair this is how it is supposed to work, when you hold down the jump key, the player should stay in jump loop, this is also to make them visually aware that they are constantly jumping now, most of the games do this, but still I will look into this and maybe add an option to have fall animation as well, even when holding the jump key down and will try to fix and patch an update.
All the shaders have been updated to work with fog, so you can use it simply as it is, there is a checkmark in the updated version to use fog or not. Make sure to follow me. So that you will get notified whenever the updates are pushed. I apologize for not replying on time, as I missed the comment, maybe due to loads of notification or It just got passed my eyes.
Note:- please make sure to remove the old version when you want to use the new version or simply just overwrite it over the previous version, and in CC reload and verify the extensions and then apply it to the node.
No, unfortunately no, as it is a 2D controller it is supposed to work with 2D sprites and 2D images only ( Planemeshes/Billboards), no 3D FBX file is supported. However Coppercube does come with an inbuilt FBX model and animation support, so you won't be needing this tool, you can already do everything in CC with the inbuilt tools and plugins.
The Dino example and all the other examples, in that zip, uses old version of the shaders, There is a normal Depth parameter in the newer version, you can use that to give more depth to the object, by setting it from 0 to 1, 0 means more depth, 1 means flat texture. Give it a try and let me know if that doesn't help, Normal mapping does work, but the only issue I found is that the default normal maps react to light a bit and mine doesn't.