Bartosh's Forum Posts

  • Is the Concept Art made in a 3D program, or classical Photoshop?

    Both

    initial model and such with blinder then painted over it all in photoshop.

  • ah so its just construct classic being construct classic...

  • Jayjay

    hey thanks. hope you like it.

    TunaUppercut

    The blank thing is weird. i know if you press enter before the map has finished generating the map will just be black. does it do it every time?

  • A large Part of my idea for SkyWar revolved around the idea of landing on the islands, and running around shooting things.

    To pull that off, islands would need to have randomly generated bases.

    to solve this, and have fun doing so. i decided to make a roguelike isometric shooter.

    (isometric because i was tired of the top down stuff.)

    https://www.dropbox.com/s/mdz4fi2j26yc9dd/RougeShooter.rar

    I Loved playing sonys infantry back in the day, so i decided to try and mimic that game.

    so the movement is oriented to the mouse.

    as you run around you will find chest. open these chest to get a randomly picked gun.

    you “win” by destroying all the generators(marked yellow on your minimap).

    I think the thing i liked most about this one was the fact that all the content was handled with ini files. so to add/modify content, like more enemies, weapons buildings ext. , all you have to do is modify the data files in notepad.

    anyways, to play:

    click on the main menu.

    press enter on the second menu (this was just a stand in for the world map)

    on the third menu. press “Gen” and wait until the map has been generated.(this can take some time)

    after the map has been colored in, press enter to play the level.

    Note: if you don't like the mouse oriented movement, on the 3rd screen toggle 8 direction to make the movement a standard 8 direction style control.

    Controls

    WASD to move.

    R to reload.

    1-2-3 to swap current weapon

    space to jump

    ctrl to crouch (this makes you harder for the enemies to see)

    F5 to delete your currently equipped gun. so you can pick up a new one at a chest.

    when you die, the game may or may not crash. this is the reason i abandon the project...

    same as last time, if you would like to possibly resurrect this thing, or would like to know how it all works. just PM me and ill send you the .Cap and stuff.

  • This is quite an ambitions design idea Bartosh. Are you coding in unity because your game design ideas are heading towards 3d?

    Yeah, basically. I was spending way too much time re-inventing the wheel.

    That and a lot of my ideas require lots of stored data and/or processor intensive algorithms, which C2 didn't really seem like it was built for.

    In its defence i don't think CC was built to do so either.

  • jobel

    If there's some sort of mesh distortion for C2?. i think i saw a polygon plugin on the list somewhere, that could work...the terrain mesh array would be the exact same idea.

    however i imagine it would run extremely slow.

    far too slow for anything practical.

    i kept running into that problem with almost everything i wanted to do in C2 (mostly because i have irrationally large ideas). Its what made me just abandon ship and go over to unity.

    the 3d vector movement/collisions could possibly be useful for an isometric game though. like marble madness. but i got a better game to demonstrate that stuff.

  • I was looking back over my old projects from construct the other day. and decided some of them were worth showing, if for no other reason than to show how amazing Construct classic was...

    For starters here's my Meta project. SkyWar

    https://www.dropbox.com/s/9gpqgz9ast4vh8w/SkyWar.rar

    This was my attempt at a magnum opus, i originally came up with the idea shortly after i first started using construct. and it was the final project i worked on in Construct.

    its over a year old now. and since then I’ve moved onto hardcoding in Unity. more because it just made more sense for my ridiculous ideas than anything else.

    The goal was to make a game like Escape Velocity, or X. But instead of traveling amongst the stars in a spaceship, you would be flying planes/hovercrafts/Zeppelins With customizable ships systems to various islands on a world covered mostly by water. Trading, Bounty Hunting, Mining Ext. With a top down view, like GTA2.

    But to explore the islands and mine in the beginning you would actually get out of your craft and walk around, fighting monsters and pirates. latter you would control a squad of troops rts style. to build your own island city. or to invade other islands to take them over.

    And All with a simple accessible mouse driven control system.

    As you’ll see, i was quite aways from my ultimate goal. But my approach was to tackle each challenge individually with mockups or “simpler” games before combining the whole mess once construct reached V1.0 and was stable enough for a large project . And to my credit I systematically did overcome all the largest challenges:

    Procedurally generated “Large” 3D islands

    Normal lighting

    Basic point based 3d physics / collisions

    Customizable Ship interior’s

    Custom multi unit A* pathfinding,

    Node Based Data Storing, for the “Galaxy” map.

    Ground Unit 3d Los.

    Unit Cover seeking Ai.

    3d texture tile maps

    3d shadow distortions

    Sub 3d Arrays, (for 3d building collisions and such)

    Basic Ai for large amounts of ships (the same object as the player) to battle each other (100+)

    And Various Complex menu systems.

    Sadly, about this time checking some of the last major challenges off my list, the Construct creators announced they had abandoned the system i was using to make all this. and a real stable Version 1.0 would never actually happen....

    I was pretty upset....

    Anyways, I guess my point is if anybody wants to pick up the pieces, or just would like to know how i accomplished some of this stuff. just PM me, i'll be happy to give you the .Caps, and what knowledge i can offer.

    This first bach is just the actual 3d terrain and flying stuff. but as i can ill show off the other games that solved these issues.

  • <img src="http://imageshack.us/a/img11/4310/bud4.png" border="0" />

    <img src="http://imageshack.us/a/img801/6828/yk01.png" border="0" />

    <img src="http://imageshack.us/a/img96/9258/zgz7.png" border="0" />

    <img src="http://imageshack.us/a/img703/47/75f6.png" border="0" />

    Decided to have fun and make a 3d game in Construct Classic.

    I was going to show a video of it, but recording drops the FPS, which causes the game to tweak out. and i'm not sure if i want to bother optimizing it <img src="smileys/smiley12.gif" border="0" align="middle" />

  • well then I'm sorry for any perceived ill will.

    I know feeling in text can be easily misunderstood

    thus my boolean response

  • Well I guess I jumped the gun as far as being done with this particular post. I don't want to leave you hanging and confused.

    your right about the z variables

    but my point of the A* search was to get you thinking in terms of doing EVERYTHING in side an array. To the point you could destroy all the sprites,and re-create them, and the game would still be running fine.

    falling, stacking,checking, filling, flipping ext.

    It would be a process more akin to how they actually programmed those games, however its a little more abstract, and requires you to think like a computer.

    I've been working so much with arrays,functions, and loops, I forget how confusing they can be to work with.

    R0J0hound's method is object oriented, and takes advantage of the features of construct. Its probably alot easier to rap your head around whats going on. even if its not working the "same way" .The ideas the same, and people wouldn't be able to tell the differences.

    so ether ways fine, but since your new, I'd go with R0J0hound's.

    He's been around the block. and has a lot more experience helping people than me.

    ----------------------------------------------------------------------

    It's pretty rough when one of the key creators of the project says he plans on letting the CC forum die.

    I think its a good reason to be mournful.

    But whatever, for me personally, its kinda a good thing.

    --------------------------------------------------------------

    "Unfortunately I usually only reply after implementing a solution that works."

    I don't know if that was a jab at me personally, but

    If not:

    -----> I think the best method to help teach people is one of cooperation and joint trial and error. Teach a man to fish and all that.

    if so:

    ----->go &*@# yourself.

    -------------------

    NOW I'm done.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • [Earlier I meant tetras, not bejeweled, bejeweled is handled the same] sorry.

    Damn, i was getting exited for the big reveal.

    The only thing I can add is, when it comes to data storage, .txt are best for lots of specific complex information that needs to be called with precision.

    so object specific data, or story elements.

    and Arrays are best for lots of similar simple data that needs to be searched as a whole, normally numbers.

    so anything using tiles.

    ---------------------------------------------------------------------

    I was thinking of making some sort of tutorial for you about filling, but apparently It's well documented.

    Seems like every time i do something like that, its just a practice in futility.

    Since C2 always has a plugin or a something.

    No bitterness or anything, big props to R0J0hound for taking the time to come down and help.

    But I'm beginning to think the best method for someone using Construct Classic to get help is to just learn the slight differences between CC and C2 and post your problem over in the C2 help section. It gets a lot more traffic. and it seems like the only place the big boys stomp around anymore.

    ------------------------------------------------------------------------

    ....I got my 2,000 points YEAH! LOL

    And with that, I'm dropping the mic.

    I believe I'm done with the CC help forum

    And I think I got only 2 more post to make, then I'm gone.

    But while I'm getting that ready over the next weekend, if anybody has any questions about arrays, picking problems , or just general ideas on how to go about a large project. Just PM me. I know probably more than I should.

  • I cant post to much, I'm at work I'll get in trouble <img src="smileys/smiley2.gif" border="0" align="middle" />

    later this evening ill explain more.

    but to get you started, seriously look at my array astar system, and TRY to get whats going on, what your going to need to do is actually rather similar. its going to be a checking algorithm.

    actually your whole game will run best if its mostly done in an array. then later represented on the screen.

    it's going to be hard, but i think you'll really like what you learn.

    Arrays are seriously one of the most powerful things in construct.

  • So what exactly are you trying to do? something like the puyo puyo game you brought back from the dead? It would be a radically different system than say, bejeweled.

    Plus there's normally always more than one way to solve a problem, and the best choice is based on context.

  • how about you set the simulation steps to 0?

    apparently that's a thing.

    I used to use the physics object all the time, now i always just make my own custom physics, i couldn't stand the quirks of it anymore.

  • start a dev log so i can fallow it, this looks awesome.