
- #Coppercube 4 texture pack how to
- #Coppercube 4 texture pack mac os x
- #Coppercube 4 texture pack update
- #Coppercube 4 texture pack full
- #Coppercube 4 texture pack download
You can now specify if a 2D image drawn as part of a 2D Overlay will be drawn ‘sharp/pixelated’ or ‘blurry/filtered’ when it is scaled. Also, the box is rotated and scaled with the object, so you can also test for non-orthogonal areas now.

Set this to ‘box’ instead of the default ‘sphere’, and your objects will be tested against a box, which is more exact and useful in a lot of cases. The “On proximity do something” action now has a setting named ‘testArea’. Box testing for “On proximity do something” action.
#Coppercube 4 texture pack download
The footstep behavior is available as free downloadable extension behavior from the extension download page here. Use those actions to play sounds, blow up dust, or similar. Simply attach the ‘footsteps’ behavior to any object, and once it is moving, one random of three actions is run, after a specific foot step length. It is now possible to play foot step sounds easily.
#Coppercube 4 texture pack full
There is now an option in the publishing settings to enable your game/app to use the full web page size.
#Coppercube 4 texture pack mac os x
This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on. The first person shooter camera now has a new property named ‘movement smoothing’, which when turned on causes the movement of the player to be much softer, even on very slow systems.
#Coppercube 4 texture pack update
This is a free update for all existing users, download it here. I'd recommend you to put this to the root scene node.Coppercube 5.4, a full WYSWYG editor experience for HTML5 game development, just released version 5.4 as a free updated. Now we need trigger that will execute the scripts above. Var texture = ccbLoadTexture("./directory/filename") Var s = ccbGetSceneNodeFromName("NodeName") first texture in your prefab is "0", 2nd texture is "1", and so on. "materialindex" is the number of texture in your prefab. To execute the scripts above, you have to use this script:ĬcbSetSceneNodeMaterialProperty(s, materialindex, "Texture1", texture) So if your texture destination is "./gamedata/textures/filename.png", and the game location is in "D:\Game\MyGame", it will load texture from "D:\Game\MyGame\gamedata\textures\filename.png Note: "./" is the root folder of the game. texture.png), and "texture" with anything you want Replace "directory" with your textures directory, replace "filename" your texture name (i.e. Now make a variable that will load the texture: var texture = ccbLoadTexture("./directory/filename") Replace "NodeName" with your scene node name, and replace "s" with anything you want. Make a variable that will get your target scene node: var s = ccbGetSceneNodeFromName("NodeName") Ok! now, it's time for the tutorial to begin! :) Especially if we use high-poly models, high quality sounds, 2K Textures (Current CopperCube version only support 2k textures max.), it's possible that you will get your. Since the files are packed inside the game, the size of the executable would be extremely high (Indeed). Then what's the advantages.? Of course, the size. So we can't edit the game, we can't even change the icon of the Compiled Game.


Not only that, CopperCube also encrypts every single file inside the game.

The advantages is our gamefiles are secured.
#Coppercube 4 texture pack how to
Today i will show you how to make games made with CopperCube can load textures externally.Īs we know, games made with CopperCube will pack the models, maps, sounds, textures & other game components inside the executable ("gamename.exe").
