Bartosh's Forum Posts

  • ps1 - 2,418 games

    ps2 - 2,016 games

    ps3 - 755 games(as of now)

    development cost in US$:

    1M?4M     -2000

    5M        -2006

    over 20M -2010

    personally think the next console race may vary well be the last for some time.

    if not, in in 2022 there will be 1 AAA game released that year, and it will cost over 1 billion dollars to make.

    willing to bet there's only going to be, max, 500 games for ps4, probably way less.

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    what dose this mean?

    welcome to the golden age of independent gaming,

    smart phones and tablets have brought gaming platforms to more people than ever, and innovation in simplified game making(like unity...and construct)has made game development for small groups of people not only easier, but lucrative. thanks to low costs of development, free distribution(more or less). and the biggest consumer base there has ever been.

  • to not use a platform behavior: add a variable to the object called "drop"(or whatever) , and an always condition adding 0.09(or whatever you want the force of gravity to be) to "drop" than set y. position of the object to current y. + "drop"

    if you don't mind having the platform object, and want its collision detection just set its max speed and everything else to 0, besides the falling.

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    fun with falling: if you make the falling your own event, you can have the object bounce by setting its "drop" to the current ("drop"/2)*-1 when it overlaps a solid object.

  • Others probably disagree with me on this, but in construct the only "hard" thing to make in a rts is enemy AI.

    Its actualy got to be one of the most complex AI systems for any game. having to behave almost identical to the player useing the same objects.

    and arguably no game has done a "good" job of making a challenging ai without cheating.

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    oh and you can't really use tile map's like every 2d rts you've probably ever played without a nightmare of rendering tiles but preserving edges for path finding.

    so you'll have to build it with that limitation in mind.

    and in-game menus are a pain, but that's true for any game in construct.

    ----

    was actually thinking about releasing a series of tutorials on how to make a rts after i finish my next project.

  • glad to help.

  • fog command and conquer stile:

    mediafire.com/download.php

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    arrows to move camera

    left click to move nearest unit to the mouse.

    mouse wheel to zoom out and see whats going on with drawing the fog.

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    there ya go.

    sadly construct doesn't support proper tile maps, or large amounts of unchecked objects. so you have to deal with rendering the fog on the screen dynamically.

    which is covered in this.

    if you think this will work for you I will show you how to make smother edges on the fog.

  • maby you could do some intricate stuff with arrays, and tiles. but you couldn't zoom out to far.

    if that's not a problem i could make you a cap to demonstrate.

  • you can increase that range to whatever you want by changing the world x and y scale in the physics behavior to 0.001%

    or whatever size you want:

    2%=20,000x 20,000 1%= 40,000X40,000 0.1% 400,000x400,000 ext.

    you'll just have to adjust mass accordingly (original mass x 10, 100, 1,000 ext.)

  • I fill a layer at the top with a black TiledBackground object. set the layers opacity to 99%(or whatever you wan't just not 100%) and create a new object with an erase effect on that layer.

    not sure if that helps your memory problem.

    Maby play around with the Coloring effect plugin. dose basically the same thing, just more flexible and simple.

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  • Just tested my .exe on my brother's computer

    it had the same problem. weird offset.

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    Win 7 (64 bit)

    ATI Radeon HD 4850

    1680 x 1050 (32 bit) (60Hz)

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  • like FPS and v-ram and such in the top bar?

    unfortunately there's no option or button.

    to do that you'll have to manually print to a textobject.

    for FPS read this:

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Ticks

    not sure about v-ram.. or direct-x run-time.

  • fun stuff

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    I always thought it was weird how some unique and good ideas are forgotten or ignored by the industry.

    and when they do decide to pick them back up they turn them into fps's , like syndicate, or the first x-com remake.

    ...why even use the franchise?

    Its good to see indie developers pick up the pieces.

  • you can change resolution to whatever you want under application in the project tab.

  • hey thanks

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    this is what I'm getting, and assume clodius666 was getting too.

    the muzzle flash is offset because it has an additive layer effect. any layer-effect has this weird offset with zoom, but overlay is very obvious.

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    starting to wonder if it has something to do with Radeon cards.

    what card do you have tulamide ?

  • well that's nice to know its on my side(I guess).

    I'm going to try and get updated gpu drivers and direct-X and see if that helps. maybe play around with my resolution.

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    Win 7 (64 bit)

    ATI Radeon HD 5700 Series

    1680 x 1050 (32 bit) (60Hz)

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

    If you have similar specs test it out and let me know what you get.

  • here's my cap

    mediafire.com

    just walk towards the green light to see what I mean.

    space to jump. wasd to move around, but always relative to the mouse. like Sony's infantry.

    also some fun stuff with player camera zooming, sudo-3d effects, revised projectile physics, 3d slopes, and 3d aiming.

    I'm a man of no secrets.

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    I played around with adding a offset effect to the overlay layer to try and counter the effect. but the offset changes relative to the zoom.

    its a shame, overlay is such an awesome lighting effect.