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c4cc

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 478 total)
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  • c4cc
    Participant

    Thanks for your time and effort, unfortunately, I need the health bar frame to increase, after getting health upgrades, and health bar does not go beyond the limit. I only want health bar to have max level depending on the health bar frame:

    338-Em002-2

    How does textures work in the case of increasing dimensions?

    Example of what I want:
    Here at 2:46-2:48, player health is upgraded. At 3:02, health items do not go more beyond the healthbar frame

    • This reply was modified 1 month, 1 week ago by c4cc.
    c4cc
    Participant

    No story for my game. It’s just that the health bars’ dimensions I use would increase with health upgrades. Even in the megaman game I shared just now, the physical dimension of the health bar did increase after upgrades

    Only in the pokemon games, the health bars’ dimensions did not increase physically

    • This reply was modified 1 month, 1 week ago by c4cc.
    c4cc
    Participant

    Thanks for the effort but unfortunately that’s not what I need. What I really need is a healthbar that is restored up to a limit when healed. Only time the healthbar’s limit gets bigger after getting into contact with upgrades.

    Here at 0.30 – 0.33, the yellow healthbar on the top left of screen is at max, even though it comes into contact with health items. At 2:15, the yellow healthbar is upgraded. At 2:27 – 2:30, the healing items do not exceed the health bar frames

    • This reply was modified 1 month, 1 week ago by c4cc.
    • This reply was modified 1 month, 1 week ago by c4cc.
    c4cc
    Participant

    Morph Factors – dynamic Health/HP limiting health restored to health bar frame

    I’m trying to create an HP bar upgradable up to 5 times, and restoring health 20% of health bar per healing item. How do I use morph factor to capture/store the latest health frame value after upgraded to prevent the health from extending past it?

    HealthBar Frame has 0 value at default morph factor, and 1 at max.

    ol4x1

    HealthBar has 0.5 value at default morph factor, 0 at minimum and 1 at max.

    ol4x1

    Think of video games like Megaman X where the health bar is upgradeable, but the health restored cannot exceed the upgraded health bar frame size.

    Problem is, after the 2nd health upgrade, I cannot get the health restored to be within the limits of the upgraded health frame. As per below, when I tried to apply [0.6] and above for the healthbar morph factor as indicated, the health bar cannot get healed.

    ol4x1

    Is there a more “economical” way for me to simplify this health upgrading process, like javascript looping function? Obviously it’s inefficient to repeat same code for different value.

    verge3d app attached

    https://drive.google.com/file/d/1yO4sZ6mjgWa25o0SUMtOfXib9DEO4T4Q/view

    • This reply was modified 1 month, 1 week ago by c4cc.
    • This reply was modified 1 month, 1 week ago by c4cc.
    • This reply was modified 1 month, 1 week ago by c4cc.
    in reply to: First Person Walking with Keyboard Controls #79712
    c4cc
    Participant

    Remove “every frame” for your animations

    c4cc
    Participant

    Here, Morph Factor B value can be only be increased After Morph Factor A’s is increased. I want to be able to increase Morph Factor B’s value if it’s below a certain level despite Morph factor A being untouched.

    ol4x1

    c4cc
    Participant

    Could you tell me where I got clamp wrong? What I’m trying to do is an upgradeable life bar, like in the Megaman (X) games

    ol4x1

    • This reply was modified 1 month, 2 weeks ago by c4cc.
    c4cc
    Participant

    I tried it on a similar get morph/set morph puzzle set, and it works

    ol4x1

    But what I’m trying to do here is to prevent one morph factor value to exceed another’s

    in reply to: Join procedure puzzles to other puzzles #79610
    c4cc
    Participant

    I noticed when I join my puzzles together, even when stacked below each other, FPS is significantly improved like hell

    c4cc
    Participant

    2nd attempt, still no results

    ol4x1

    in reply to: First Person Walking with Keyboard Controls #79606
    c4cc
    Participant

    As far I understood, you are only moving the camera left and right, Isn’t it?
    I’m trying to create a character that moves left, right, forward nd backward. So, is it the same method I need to repeat to give forward nd backward cam movement with the character?

    Yeah, my camera’s moving left and right.

    In your case, you want the camera to be controlled gta style.

    So your camera must be moved forward and backwards via player controls as well, with “orbit” setting chosen under camera verge3d options in Blender. Apply the puzzles for moving camera left and right to keydown/up events for moving forward and backward, but change the number to Z axis instead of Y axis.

    in reply to: Verge3D tools plugin #79591
    c4cc
    Participant

    Sorry for the stupid question, but where do I get this plugin?

    in reply to: First Person Walking with Keyboard Controls #79583
    c4cc
    Participant

    that’s quite possible. and even without JS coding ))) but the First Person camera controls won’t do. you’ll have to create your own controls. somethig like shown above…

    From my experience, leaving camera Verge3d setting as “orbit” allows the camera angle to be manipulated via mouse, a la FPS shooter, doesn’t it?

    • This reply was modified 1 month, 3 weeks ago by c4cc.
    • This reply was modified 1 month, 3 weeks ago by c4cc.
    in reply to: First Person Walking with Keyboard Controls #79579
    c4cc
    Participant

    While kdv must absolutely be credited for teaching me the fundamentals of keydown/up events, here’s the puzzles for keydown/up events for movement I ended up with eventually. Just change “up” to “forward”, and “down” to “back”

    ol4x1

    Also, assuming you’re using Blender…

    speaking of 3d camera view, a la GTA games, the camera has to be moved around together with the playable character via the above controls, too. Here, the puzzles do so:

    ol4x1

    Meanwhile, in Blender, the camera verge3d setting must be this, so camera may be controlled via mouse:

    ol4x1

    • This reply was modified 1 month, 3 weeks ago by c4cc.
    in reply to: First Person Walking with Keyboard Controls #79577
    c4cc
    Participant

    Pardon if this isn’t exactly spot on, but full credit to kdv for teaching me the basics of keydown here

    https://v3d.net/o2p

    and if necessary, logic puzzles

    If necessary? :scratch: Without logic puzzles you will do nothing.

    • This reply was modified 1 month, 3 weeks ago by c4cc.
Viewing 15 posts - 16 through 30 (of 478 total)