6Fix's Forum Posts

  • Only request is to have an option to have the smoke disperse more over time until it's back to no smoke at all.

    Don't know if that was already planned/available/whatever but the plugin would be useless for me without such a feature, so thought I'd check!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • From what I can tell, it seems to be "skipping" frames because the attack animation isn't properly resetting to the first frame. If I add a condition to do so, it works like it should even when accelerating.

    Hard to tell if it's not resetting to the first frame properly because of a conflict or because there is actually a bug there.

    EDIT: Added fix. Does it work for you? Needs version 99.92

  • Yes, certainly look at the Wiki first when you are stuck with something

    While not complete, it's a great starting point!

  • "You encounter a level " &EnemyLevel + " foe!"[/code:2eyvqjr4]
    
    &EnemyLevel would be your value with the & symbol before it.
    
    Include spaces within the quotes.
  • Well, without even opening the cap file I can tell you it was made with a version of Construct over a year old.

    It is very common for old cap files to not work correctly with the latest version (thus why you needed to open and re-save those events). Best option would be to try and take a look at newer cap files and learn from those.

  • Most A.I. in games today is based on a combination of two systems. The first being a waypoint system. These would be key points in the map that the A.I. should be traveling to at some point, for whatever reason.

    The second is a hierarchy of importance. The A.I. might have a routine set for exploring, then one set for defending itself, and then another for chasing after the player. The routine chosen would be based on factors like Player health, enemy health, ammo remaining or are they near a power up etc. These different routines are ordered by importance and the best one is chosen based on the situation the A.I. is in.

    So, the combination of the two then (for example) might be this: A.I. is wandering from point to point and spots the player. A.I. has full health and ammo so begins a chase. A.I. health drops too low so it looks for a nearby point to run to and get health, etc etc.

    Sorry if that was obvious stuff, but all of this can be set up in Construct relatively easily with groups of events, private variables and containers.

  • I think nVidia made a dumb mistake there. Why would anyone make hardware accelerated physics an important part of their game, if it was going to be exclusive to either ati, or nvidia architectures? They should have licensed it to ATI, or made the implementation free, and earned their money through licensing it to game developers. They doomed it to being only a minor decorative thing, instead of something that could have drastically enhanced gameplay. And did any non-casual games ever use fluid? Now I'm sure someone will make an opencl or directcompute physics engine, or implementation of havoc.

    Oh well yes I agree with you, I meant more that the positive is the fact we dodged a bullet where they could have become successful on their own, making it so we all need physics cards.

    I also wish they had gone for a more open approach. Only working through nVidia hardware is unfortunate, despite being better than an actual card.

  • Carmack has a much better approach to this style of rendering from what he has said both in your link and elsewhere.

    That being said, his last engine wasn't used nearly as much as the Quake engines before it. If that trend continues with Id Tech 5, I wonder if he can make the impact that would be needed to adopt.

  • Well that would be because the on key pressed happens very quickly, then the event goes back to checking if the player is idle or moving.

    You could try adding the condition to the idle and run events to check if the shoot animation is playing, and if it isn't, then play them. Just make sure your animation for shooting is not going to loop forever, and that it is timed how you want it with repeats.

  • You have a conflict in your events. Your run and idle animations need the condition "L is not held down" added to them. Then it works.

    Also, if you want it to repeat 3 times properly, you'll want to repeat to the first frame not the third.

  • Sorry if I wasn't clear enough lucid.

    Speaking of Physics, I am reminded of Phys-X and how that didn't pan out. The positive though was they were bought by nVidia and now the same technologies are running off nVidia hardware, without another card needed.

    And excellent point lucid about the tools. The work my company does would be set back years if we needed brand new tools. Not looking forward to that day.

  • *sigh*

    I am not stating it as fact. However, it is the MUCH more likely outcome. Even you should be able to recognize that. This is not transition from 2D to 3D, it's a transition from 3D to alternative 3D. It's just not as needed.

    If you believe even for a moment that this engine right here is the NEAR future ... wrong business for you.

    And just for some added perspective, I run my own business now and have worked with major publishers in the past, including a production venture with Electronic Arts on Playstation 2.

    Nobody in the industry I have ever spoken with believes polygons are going anywhere for the next 10-20 years at the least. Voxels and the like serve much better as a supplemental feature as opposed to the entire solution.

    EDIT: I just want to add that of course I could be wrong, because again I am not trying to state this stuff as fact. I personally believe that the next 10+ years lies in technologies like Tessellation and (unfortunately) 3D displays ...

  • My brother saw this video and he said all graphic cards one day have to end one day to be replaced with this engine and whatever may come in the future, this engine could be the future of next-gen 3D gaming engine

    If graphics cards have to "end" one day, it won't be this engine replacing it. It will be something else that has yet to be created. Not to mention, by that time we will have enough polygon performance that the difference would be difficult to notice anyways. Also, CPU manufacturers will get better at creating chips that serve as both your main processor and graphics chip.

    Polygons are not going anywhere anytime soon.

  • More bug fixes please!

  • Well aside from the fact that the bird itself looked like garbage, I wasn't suggesting the engine couldn't do animation, just that they weren't showing it.

    They need to make a game, even if it looks like crap thanks to their "art."

    Also, I notice the system has the same problem voxels do, which is that things up close around the edges of the screen are extremely blocky.

    I just ... I don't like it. At all.