Aritz's Forum Posts

  • [quote:2hnx4dvy]it seems to only affect events with Create Object actions

    I have not used any Create Object action. I will try to update the game and post any news that I can find.

  • The test works perfectly for me using a Wacom Instuos3 A4.

  • Really useful material, thanks!! I will try to implement some ideas.

  • Same problem here. I have not problems to link my project but it is too messy. Practically all my game is based on family picking for collisions, lighting, rendering... and now simply does not work. I am going to try to isolate the problem. For now I have started with graphics, because can�t work programming.

    Edit: 99.72 has the same problem

  • With Bing, Contruct appears in first place, as a reference in Softonic, look like Bing is better than Google

  • [quote:3dr7jb6p]It appears that picking with families doesn't work anymore. It was working in 99.7, and broke in 99.72.

    Sounds that it is the same problem I have.

  • Good to see new versions. But my game look really bad now. All my sprites lighting that works changing filter value, looks that gets wrong rgbs. I will try to find the problem. My last version was 0.99.7 and after testing 0.99.72 has the same problem.

    Update: Well, I have turned on my physics system, and simply it does not work .

  • [quote:2c96jiol]I think he means that the area tested as being on screen rotates with the layer. It's not the actual window area that the viewer sees. So when an object would be on screen normally, but you rotate the layer causing the object to go out of the window area, it still registers as being on screen.

    Yes, that is what I mean . Sorry for my poor explanation.

  • From what I understand, each image loaded is converted to the next power of two texture (128, 256, 512). But If I have an object with very different proportions between height widt, it is a waste of memory. Would be nice to have an option to share textures or sprites between different object but assigning differents pieces-areas, mapping. So, this way we can optimice memory, for eve animation, where a character deals different sizes of area-pixels. I think it is a need for a texture palette or linker too.

  • If a layer is rotated, the "screen" is rotated too and it is not the real monitor screen area.

  • First I started working with Contruct, I started adding variables to objects. Then I discovered Families and I thought that was a great thing to manage many objects. Now I think it is very frutrating. Deleting objects is a nightmare, adding or deleting variables in objects sharing different families too.

    I really use families for one thing: Picking objects.

    So I would like separate completly families and variables. A simplified version of family; maybe "Tag" concept ?

  • Yes, they are

    ZBornToy:

    Normality 3:

  • Really great work David!! With Normal+Depth combo you can even get more effects like SSAO, SSGI, Reflections... in real time. For After Effects there are some plugins, that creates refractions and proyectes shadows too.

  • This is really great, better than most 3d "real time" engines. But I see one problem: characters and animated objects. It would be wonderfull to have this with detailed characters, imagine, like real life mini action figures moving . Isometric like games are really memory eaters. You need all your animations x all angles. 8 views or 16 for smooth rotation effect. But now you need to do x3. And this for all the objects in the scene. And if you want do do a high resolution game, or big objects... The only solution I can see here it is simple; real 3d for character, or perhaps some kind of 3d obj loader that transform it in a sprite with color, zdepth and normal in real time, to maintain the same level of quality as backgrounds.

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  • XP 64 on studio computer and xp 32 at home in my old P4 (very usefull to optimize games ;D)