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elkCustomer
Thank you Yuri.
If people set it up in this way on there own apps that is on them, but I think this kind of thing is very important for you to get right, and it really is an easy fix. I hope you will be mindful of these issues going forward.
That being said; I really think your software is amazing and I only want whats best for the software, you, the developers, and everyone using Verge3D.
Keep up the good work
elkCustomerI understand how it works, that´s not the problem.
You need to make it clear (in text) to anyone trying the demo that images will be uploaded before they even click to change the image. If someone only test the demo locally without looking at the puzzle setup they might not realize that they have actually uploaded images to your server, thinking they have only played around on there local machine.
There is no need AT ALL for this demo to upload images before the user presses either share button, and then it should be made clear (in text) that the images will be uploaded and stored on your servers to accomplish that feature, BEFORE anything is uploaded.
This is a privacy/trust issue not a technical issue.
elkCustomerHello again. The Custom Image demo looks nice, but when I looked at the puzzles I was really surprised to see that tha puzzle actualy upload images to your servers, and that even if you just open an image and don’t even try to share it on either twitter of facebook. Any upload or seding of any data should be made really clear in the app, even if it is just a demo.
elkCustomerThanks Yuri, that is all I wanted to hear.
elkCustomerExcellent! The image aspect is a real useful addition, cant wait to test out the demo, *downloading now*
elkCustomerThanks Yuri
elkCustomerNice. Saw that earlyer, but figuerd it was a blender issue, so went back to an older build, thanks for the heads up tho.
elkCustomerCool. Yeah, it holds on 100% here in chrome …
elkCustomerThanks for posting this loukmaneB, helped me fix an issue I just had. Not a big thing once you know whats wrong, but a fix would be good, so a vote from me for fixing this, if i got any votes left :S
elkCustomerCool. The scale is not correct ofcourse, but is the amount of rotation of the planet relative to eachother correct ? Might be cool to have some options to adjust the “speedup”. Good job
elkCustomerHi.
A quick followup to this. I tried with the “when dragged over” puzzle, and tried to limit that to just the left click (with “get event property”), but that will prevent me from rotation the view with right mouse button as it goes into the “when dragged over”-logic from the get go. Not a big deal for me right now, as I will probably not support this kind of interaction in my apps for now, but maybe it would be nice to have an option in that, or some kind of if statement built in to these puzzles to make them more flexible as to when the events get triggered and when you will just ignore it all together. There is probably ways to get around it, so just a small suggestion if you need something to put at the end of the TODO list
Another, maybe simpler, thing would be a puzzle to unregister and reregister events ….
elkCustomerWow! That looks really nice
elkCustomerExcellent. Thanks Yuri
elkCustomerelkCustomerhmm, have you tried the dithering option in Verg3D settings for the material ? Otherwise I would guess some sort of shadowing issue/limitation … ?
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