Bartosh's Forum Posts

  • thank you.

    I'm trying to have the camera zoom out at the same rate as the object grows, thus making it look as if the objects not changing size.

    I've never used ZElevation before. it looked like it could make things simpler

    if it had a direct 1-pixel to 1-ZElevation ratio:Set (xy)Zoom: 100/(object.ZElevation+100)/100 would work.

    but it sounds like the growth is relative to the camera location itself. if thats the case it looks like i need to make a custom z-elevation like thing..

  • Quick question:

    At what rate dose an object change size as it changes z-elevation in construct?

  • as far as i know, i don't think you can have different animations of one object be different parts, i wish it was that way, it sure would clear a lot of the objects out of the library.

    you can take whatever you want out of the code, as far as i'm concerned taking bits of code and re-writing them is the best way to learn how things work.

    when i get some time, i wouldn't mind making something to show you how all that works.

    there might already be a video on the bone movement somewhere, but i haven't looked.

    if you don't have Photoshop, an idea on making all those pieces one object would be to put them together in construct, copy the screen(ctrl-prt scr) then past in paint, crop out what you don't like, then put the image back in construct as a single object.

    ( i'm sure you could also make a sprite making program using the canvas object.)

  • top-view shooters are without a doubt the easiest (graffix wise) games to make, you can get by without any animations, and worlds are generally just repeating textures with things placed on top.

    pretty much the reason they're my game of choice to make to flesh out an idea.

    but for the character, if your not to terribly great at drawing, i recommended using the bone moment, i sure you can draw simple shapes like circles and what not and with a little shading they can look pretty good.

    textures for the ground you can just grab off the internet("free ground texture" Google)

    objects and walls are probably your trickiest thing, but a birds eye view is kind-of an unusual way to look at the world, so you got a lot of room to mess up.

    heres the beginning of a current TD-shooter i'm working on with the bone movement, to give you an idea of what i'm talking about.

    wasd - move

    lmb -fire

    rmb- aim

    esc- exit

    shift- run

    http://www.mediafire.com/?92khuc4at8nhk73

    (there is a lag in animation when switching to and from running, and just ignore the missing sound files) it is what it is.

  • quadrant scrolling is an interesting solution.

    i was thinking since the only tiles that have collisions are on the edges of the terrain. i could just have the edges persistent and have the rest kept in the array, drawing those when the screen is near, or draw them to a canvas.

    wish i could just drop the tiles all together and just use the canvas, problem with that is there seems to be no efective way to save a canvas.

  • this is kind of what i was thinking of making:

    if i just drew the tiles on screen, collision detection and path-finding wouldn't be able to happen else were.

    and if you used the canvas object to paste tiles that change type, wouldn't you have to remake all the tiles and paste the current changes. I assume that would just cause massive dips in fps

  • Has anyone figured out how to effectively make large alterable array based tile maps?

    Like 500X500,

    {So 250,000 objects}

    without the fps dropping to around 4

  • have you tried set z elevation to current z elevation +1 every tick?

  • http://vimeo.com/16387177

    with some more love, this could be an awesome game.

  • well that looks sweet. cant wait to try it

  • --------------------------------------------------------

    this last one is an early mock-up for a project I've been working on for almost 2 years now

    the plane and icons were the only thing in the original screenshot. I painted over the rest to get an idea of how it would look in a final version.

  • you need a time alloted to the reload. you can repeatedly tap "r" and never actually have to reload while continually spraying bullets.

    also for some reason it takes me an unnecessarily long time to load the game. i dont know if thats something to do with windows 7 or what.

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  • awesome work Danny, creepy stuff

  • Ahhhh...... thanks.

  • I'm working on a ms-paint like level editor for my game using the canvas object. but i ran into the problem of saving/loading the levels(canvases).

    after messing around awhile and looking through the forums, I got saving images from a canvas to .pngs to work.

    But I cant get an image to load into a canvas.

    After I tell the image manipulator to load an image to the canvas. do i need to do something with the canvas?