Aeal5566's Forum Posts

  • But from what I've seen when it's been requested, it's probably a ways off if it's going to happen.

    Its an open source project. The sprite plugin is on the SVN. If its possible I could just down load it and program the feature my self.

  • Is there a thread or post anywhere that gives practical examples of what expressions like that can be used for? For the mathematically challenged or those who suffer from Dyscalculia (such as myself) Lerp gives an inbetween number and that's it. Would be nice to see examples of possible real world uses for that and other expressions, such as "Lerp could be used for X, Y, Z among other things", just to get the old brain working. Be a handy thing to reference for new users too.

    Check the wiki.

  • Your talking about middleware, not complete solutions like I was talking about. Writing an engine from scratch does not mean not using middleware.

    WTF is one of your complete solutions then? You can still edit the source and change what you need which is what happens most of the time. Writing your own game engine is stupid with all the free stuff you can use out there. and even if you had one of your complete solutions you would only make one game with it and then make another one? Good luck with that.

    Of course I know that. I also know very few 3D engines will accept that format and instead use their own propriety format, or animation only from specific 3D packages (generally Maya or Max), I also know that not every 3D package exports to it in exactly the same way, which can result in incompatible files, plus the .obj file isn't the be all and end all that it used to be, there are better supported open source formats that provide more options and information saved, thus making them a more attractive prospect than the now very old wavefront object file. Hence my original point still stands.

    Maya and max both are less likely to support some Open source format rather than .obj. Also directX has its own file type called .x i believe and .objs and other formats need to be converted to that before begin put into directx.

    Niche games and 15 minute wonders, they're good for a change but have no lasting appeal with the majority in this day and age of the "i want it now and it has to be cutting edge perfect" generation. It's a standard fact that this generation are on the whole, spoiled, and will always expected better and faster and more of it. Cult Classics of the past remain cult classics because of of the rose tinted memory effect of those who remember them, and the fact people were just easier to impress back then, plus as you get older you begin to appreciate substance over flashy visuals. It would be folly to even pretend a homebrew game done in a few weeks will ever have a chance of drawing attention away from the cutting edge games developed with millions of dollars, for more than a few minutes, from the spoiled generation. And it's a sad fact, but a fact all the same, that if you sat a typical user of the type I used as an example, and had them choose between something with very basic 3D and fantastic gameplay and something flashy and expensive looking but not so great gameplay. They're going to pick the latter, it's just how it is, just how they are. If you want lasting appeal, aim at the older generations, and those who don't make owning the best hardware the second it's released, their lives.

    Im not talking about homebrew games even in the market most games you see have some degree of abstraction. Final fantasy, any wii game, the only realistic games you really see are sports games and war games other than that they are hyper realistic. and even then there are games that are just awesome looking and fun to play such as borderlands. I think you saying that only really realistic looking games are what people want to play is not true at all.

  • im not sure If I can make my own file type but ill set up my big rig tomorrow and see what I can get done on it Im snowed in ATM and a plugin like this would REALLY allow construct to become more of a multiple person project tool. It would almost allow for an integration of an art pipeline. however it would make it require an installer. Its likely that the first integration of this modified plugin would allow only for loading of individual files.

  • Yeah it would be nice to have an object loader (but dear god, use a format that's universally compatible like COLLADA, NOT something only MAX has exporters for!), but there should be some sort of limit on how far it would go, otherwise with every addition, there will be calls for something else, and the 2D side of things, including bugs, will begin to be forgotten and left behind

    You do realize that EVERY 3d package exports to .obj right?

    Unfortunately with the whole 'console generation', unless it looks damn near photorealistic, nobody will want to play it. Go with 2D and you attract the older crowd who remember "the good old days" and others who appreciate creativity over how many millions of polygons are bouncing around on screen at once, as well as the casual gamer, who probably doesn't have cutting edge hardware, or is looking for a quick fun game to play while the boss is out of the office.

    WOW thats not even true people love to play games that dont look photo realistic in fact people usually find it a nice change of pace. Okami, Braid and many other games that are not realistic looking at all people love those games.

    Besides, and this is just a personal opinion. When it comes to making a game in 3D. You're almost always going to be better off writing it all from scratch. Because unless you're making a sheep, chances are there's nothing out there right now that'll do exactly what you want, without a great deal of difficulty, time and expense.

    No just no. Do you have ANY idea as to what goes into making a 3d game engine? The REASON they have all these different middle ware engines is because it was too time consuming and stupid to REMAKE the same thing over and over again. and if you can make an engine do what you want with recoding a bit of the source then they would always opt to do that. 500,000 lines of code to make it do what you want or 2,000,000 to build your own. not to mention the debugging time, the time it takes to learn how to interact with it all that as compared to relatively minor changes in a preexisting engine to make it do what you want.

    They almost always use illogical backwards ways of using assets, which 90% of the time are not going to be compatible with what you use, they have far too many limitations on what you can do with them without access to the source code itself (and even then you're practically rewriting so much you may as well start from scratch) and NONE of them are as good as people think they are.

    have you used unity or any other 3d engine most of them are pretty intuitive..... especially unity.

  • For the devs on this note. Is it possible to add frames at runtime through the SDK. So if I wanted to mod the sprite object to do this is it possible?

  • Go through the platform school tutotrial it should explain all that stuff.

    And whenever you are asking on how to fix something post a .cap file that your working on.

    the problem with your first sprite more than likely you were telling it to play continuously so it got the command to play ever tick so it would restart at frame 1 every tick. and the problem of it not mirroring is you dont have mirror sprite on.

  • Posting a .Cap always helps people to see what is going on. and Im not sure how the edit time handles containers, but i dont think it makes the for you. your better off having them created at runtime anyways.

  • > dude. There is nothing to tell the player what to do or what can kill them.

    >

    It is called Deceptive Forest, maybe that's where he got the title from?

    no its just bad design to not give the player any feedback as to what killed them it completely kills any fun in the game when you dont know WHY you lost because you cant fix it.

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    -Me at Halloween.

  • I realize that static 3d meshes have their place in 2d games but honestly if you want to make a 3d game use unity or the UDK they are both free now and BUILT for 3d. Construct is not built for 3D. Honestly if you are going to put in the time and effort to make construct do 3d things then why not just learn how to script (its really not that bad) and do it in a 3d engine.

    Honestly scripting is almost like eventing only in text and you have to manage objects differently. You really shouldn't just say I cant script. You should learn how to script, Scripting will make your events better and Making events will make your scripting better.

  • dude. There is nothing to tell the player what to do or what can kill them. I died about 5 times before I even saw those spike things. this is really frustrating to play.

  • I doubt a feature Like this could be implemented for construct 1 but maybe 2.0 it could be implemented.

  • What do you mean being emitter only?

  • What kind of menu? Title Screen Menu? Start Menu? Options?

    I usually use functions and put a private variable in sprite that when clicked calls the function and have the function do all the work.