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I have a suggestion,questions, and glitches i will tell

My first suggestion is that I want a export as obj.function in voxel editor to cut the annoyance of the restore examples deleting your model and time.a glitches I had was with the voxel editor. Was I tried to put it to max it the app crashes.
Another bug I had was when I was importing sprites and the app crashed but I fixed by deleting reinstalling the app.I have a few questions.how do you make a custom entity in voxel terrain.how does a 3d craft model animations and behaviors?How do make a voxel asset in the voxel editor and export it? How do you make a craft 3d platformer? And is there any good voxel and model editor iOS apps that you can recommend that export a 3d model very well with color.

Comments

  • Posts: 16

    Because I wanted to a make a 3d platformer with voxels.also before I started thinking of using this engine.i made myself a “game development notebook” to put my ideas in.I also did not know if is making cheat codes in codea and 100% completion rewards are possible.also I am using a music called BandLab to make the game’s music.Also I have another question this there a expensive app that was made with codea? Also I do not know how to make autosaves in codea.also recently i thinking to make my final boss to read the ipad’s storage and read on what you played.like for example. Each of the four magentling will read a different type of game. First one will read rpgs.for example, so you played final fantasy 7 .wow what a game with a interesting story ,funny humor, and a game full of 25% profanity that characters say.the second one reads sandbox games like for example.so you play Minecraft. A game that where you build a lot and try to avoid enemies,layie.the third one reads sports games. Like for example,so you played hyperball, what a game that ripoffs your favorite console game.the fourth one reads 2d and 3d platformers. Like for example, so you play super cat tales 2, a game where a platform a lot and collect things and beat or 100% the game to get a special ending or reward.is it possible to for a character to read the storage and tell you game you play in codea? I am doing this for a metal gear solid reference where Physco reads your memory card on ps1 and tell you something on what you played. Also make player a have a good impression on the game.

  • SimeonSimeon Admin Mod
    Posts: 4,882

    @donhard the voxel editor is just an example of what you can make with Codea. It exports in a format which can be loaded by the Craft API.

    This is an iOS voxel editor which exports to OBJ

    https://itunes.apple.com/us/app/goxel-3d-voxel-editor/id1259097826?mt=8

    I'm not sure if it exports with colour though.

  • Posts: 16

    That one has an in app purchase to save and export models.is there one that has no in app purchases

  • JohnJohn Admin Mod
    Posts: 572

    @donhard If you have a computer maybe try MagicaVoxel (it's free): https://ephtracy.github.io/

  • edited February 6 Posts: 16

    John I used makerspace to make my voxel model and it worked fine

  • SimeonSimeon Admin Mod
    Posts: 4,882

    Awesome, glad you got it working

  • Posts: 16

    How do you animate a voxel character in codea

  • dave1707dave1707 Mod
    Posts: 7,519

    @donhard I haven’t played with Voxel characters, but I would imaging it’s just like any other character. You would have to create each position and cycle thru them to give the illusion the character is moving.

  • Posts: 16

    @dave1707 I created each position for the voxel model the walk animation,kick,ground pound,punch,and Rex hit. So do I do after making the positions for the 3d model

  • dave1707dave1707 Mod
    Posts: 7,519

    You setup your Voxel names in a table and as you move the character from one position to the next, you display the next name in the table. You cycle thru the table as you move. You might have to delete the Voxel in the current position or else you’ll have a string of characters as you move. I don’t know off hand if you can change the Voxel name as you move it or you have to delete one and create the next. I’ll have to try that.

  • dave1707dave1707 Mod
    edited February 12 Posts: 7,519

    @donhard Here’s an example I put together. Not sure if this is what you’re after. Since I don’t have an animated character, I just used the different Blocky Characters. There are 7 characters in the table and I move them each time I touch the screen. As it moves, a different character is displayed while the others are hidden. The different character would be equivalent to your animated characters.

    displayMode(FULLSCREEN)
    
    function setup()
        assert(OrbitViewer, "Please include Cameras (not Camera) as a dependency")
    
    
        name={"Blocky Characters:Adventurer",
            "Blocky Characters:Man",
            "Blocky Characters:Orc","Blocky Characters:Robot",
            "Blocky Characters:Woman",
            "Blocky Characters:Soldier",
            "Blocky Characters:ManAlternative",
            "Blocky Characters:WomanAlternative"}
    
        scene = craft.scene()
        tab={}
        for z=1,#name do
            local m = scene:entity()
            m.model = craft.model(name[z])
            m.scale=vec3(1,1,1)*5
            if z>1 then
                m.active=false
            end
            table.insert(tab,m)
        end
    
        viewer = scene.camera:add(OrbitViewer, vec3(0,0,0), 600, 20, 2000)
        viewer.camera.farPlane=3000
        viewer.ry=180
    
        px=0
        drawChar=1
        fill(255)
    end
    
    function update(dt)
        scene:update(dt)
    end
    
    function draw()
        update(DeltaTime)
        scene:draw() 
        text("tap screen for next character",WIDTH/2,HEIGHT-50)   
    end
    
    function touched(t)
        if t.state==BEGAN then
            eraseChar=drawChar  -- erase current character
            drawChar=drawChar+1 -- next character to draw
            if drawChar>#name then  -- dont exceed name table
                drawChar=1
            end
            tab[drawChar].active=true   -- make character active
            tab[eraseChar].active=false -- make prev character inactive       
            px=px+5 -- increment position
            tab[drawChar].x=px -- set character position        
        end
    end
    
  • Posts: 16

    It doesn’t work it says you need a global nil value

  • Posts: 16

    I am looking how to animate the character with the frames I have. I have 5 walk frames,1 punch,kick, a jump, ground pound,death, and Rex hit frame. A Rex hit is a way for character to attack enemies with spike on top and do walk jumps. I even got the 7steamore frames with a jump, drift frame, and death frame.the 7steamore design is to a homage to when you the heads of your character in the vehicle.

  • dave1707dave1707 Mod
    Posts: 7,519

    @donhard If you’re talking about my code above not working, it needs Cameras set as a dependency. Other than that it runs OK.

  • Posts: 16

    Nope that has a error where if function touch main 70 ampeeted nil value and it failed

  • Posts: 16

    It needs a global draw char and I meant it.

  • dave1707dave1707 Mod
    Posts: 7,519

    @donhard Your comment “if function touch main 70 ampeeted nil value” doesn’t mean anything to me. Did you modify the above code and it doesn’t work or does the above code without changes not work for you. It’s hard to say what’s wrong without knowing what’s been done.

  • edited February 12 Posts: 16

    I finished the swim animations also. What do I do to animate the 3d model?

  • Posts: 16

    How do I make virtual buttons and joysticks?

  • dave1707dave1707 Mod
    Posts: 7,519

    Do a forum search. There’s tons of button and joystick examples.

  • Posts: 16

    Can do a joystick with a vector sprite?

  • dave1707dave1707 Mod
    Posts: 7,519

    The joystick will give you x and y changes and you apply those values to what you want to move.

  • Posts: 16

    I meant “is it possible to do a joystick with a joystick image

  • dave1707dave1707 Mod
    Posts: 7,519

    Sorry, didn’t understand your original question. I guess it would be possible, but probably with a lot of coding. You would need an image for a lot of the positions.

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