Cloud_GL's Forum Posts

  • I think with multi-platform support and stability would be enough.

    And an option for tile based background editor like 'Tiled' or RPG Maker

  • Hi Carlos, yeah I actually saw it (actually that got me serious about Construct and made me want to try it too), but I thought that you wanted your code to make games for you and your friends or you were waiting to have it finished before releasing it, that's why I preferred to not bother you.

    That will be cool, but I just started my new trimester so I'm gonna go a bit slow on progress, after all I have to start thinking on my degree project too =____=.

  • I don't know about construct, but for a reference on the amount of polygon in the screen for good realtime performance are VERY low compared to the amount of polygon for rendered movies, for example:

    -On Nintendo 64 and playstation 1, polygon count were around 100.000 triangles for background,

    characters, 2D elements, etc. (a cube has 6 squares=12 triangles). A character used at max around 1.000 polygons.

    -PS2, Gamecube, Xbox 1 worked with around 20 million triangles on everything. (Note that this already incredible amount of triangles are only statical graphics, so whenever animation+interaction+ physics kicked in, this dropped A LOT, I play with Blender 3D and I can testify about this) A character would use around 2.000~5.000 polygons.

    What I'm trying to say with this? These consoles were designed specifically to handle 3D objects and as you can see they didn't use too many, Construct can handle 3D, but as far as I know it's not its focus so I would expect it to have a 3D performance WAY below than any other 3D game/engine, despite using DirectX.

    I haven't tested yet, but I think It should be safe to work with 3D models of 1.000 triangles app.

  • Construct is focused to 2D games (with some 3D effects as enhancing), if you want 3D why not using a focused 3D engine? Blender has one that is kind of easy to use.

  • I have a Radeon with 1gb of video memory and 3 gb of ram, my pc also says I'm running out of it.

    Save the files, aybe it will be solved on a newer release... have you tried an older one?

  • Well I started playing with it and I can say it's very flexible (easily made a Megaman X clone almost perfectly), and if you keep away from complex customized stuff (like rotating the sprite on slopes and moving platforms where I've heard of upward-downward moving platform problems) it should be pretty much okay.

  • You know, I'm also a member from BlenderArtist.org, where there is also a section about game making, normally threads like this one don't work out if there is no strong team leader.

    As a recommendation I would make a list of game proposal (what genre, what kind of graphics/style, etc.) and a desired fixed minimum number of members with clear roles to do (graphics, code, sound, etc), then vote what to do and on that decision do brainstorms, when things are too open it's very hard to decide when to stop the brainstorm and "start working".

  • to xxKitheifxx:

    Yeah, I also see from time to time glitches but they go too fast and can't determine what is the exact cause nor the exact moment it happens.

    to namre:

    Thanks. Yeah MMX games have really nice controls and it's cool that Construct can imitate them so well.

    Edit: By the way you are free to help yourself with the file and ask away if needed.

  • Thank you! Its very cool and I didn't knew about those events/behaviors, now i got a few new things to play with!

  • Hi, I have been wondering on how to make one of those very old-school racing games like Sega's Outrun, so far I haven't found anything similar on these forums so if anyone has an idea on how to make it I would be pleased to hear it ^^

    Here I upload a file where I use a trick I saw somewhere in the forums, this could help a little to make the ground, there are 6 layers tough, 5 of them have a sprite with the magnify effect on it, only one should be needed (maybe the one of layer 5).

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    The problem is that animating the altitude of the street this way would mean complex terrain animation, but makes simpler the animation of the colored background (simply scrolling up and down the background layer), I guess...

    Also, I'm pretty sure this is not the right way to do it...

    Besides that there is also the curves issue, where I also don't know how to do it, besides making a lot of frames.

    Here is a link to a site where someone explain this effect with code, but I don't have a single clue on how to use this info on Construct.

    http://www.gorenfeld.net/lou/pseudo/

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  • http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Here I optimized the code a lot, now there are 2 event sheets less, because I managed to merge the normal animations sheets with their respective shooting animations sheets. Thus cleaning the code a lot.

    Also now you can CHARGE the bullet with the 3 normal levels of megaman buster.

    I find this demo is pretty much finished, the only missing stuff are mostly:

    -damage and GUI

    -climbing ladders and doors

    -enemies

    -sound

    -particles and other effects

  • [quote:2q1yggdv]So it doesn't really matter, thats cool, on other engines scaling things on the engine means that not only the size but the movements as well get scaled, haven't tested very well Construct to tell the truth so I can't say.

    Confirmed it works!

    Here is a newer cap, with the movements a bit more polished and a little more interesting to see stage.

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Links are updated!

  • [quote:3q39ih47]ut if you wish you can use the handles in Construct

    So it doesn't really matter, thats cool, on other engines scaling things on the engine means that not only the size but the movements as well get scaled, haven't tested very well Construct to tell the truth so I can't say.

    [quote:3q39ih47]but you have to change the Sampling in the Application settings to "Point" that way it keeps the pixalated look.

    Yes I'm using it, I guess the only situation where you use the other mode is when working with high resolution graphics

    Thanks for trying it out ^^

  • <img src="http://lh5.ggpht.com/_4CponSgbSCo/TBXC3_r4wNI/AAAAAAAAAGM/jvjJLfAFlqM/Image1.jpg">

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Hi, recently I've started to play around with Construct and it's pretty cool, here I upload a Megaman X clone I've been wanting to do for a while, but never found a good/easy enough 2D engine for it.

    The events are commented if anyone find usefull the file I'm uploading.

    Also I have a few questions:

    -I've seen some games that are very low resolution but in big screen size, how to do that? Megaman look way too small! In the platform school it was achieved literally with graphics that were upscaled 2x in an external program (or at least that's what I think).

    -On the same stuff, It seems that I can upscale the sprites internally using the handles, is that a good idea or better is to upscale the image on a graphic program and then re-import?

    -About the events setup, I'm not very sure if they are efficient the way I made them, but seem to work correctly, are they okay or too buggy? (By the way I still haven't "calibrated" the character because of the small size, so expect moon-like jumps mixed with short jumps.

    Thanks.

  • That's a nice example of use Daiz! It will be helpfull ^^

    But returning to the main issue, I also liked a lot drawing the tiles, (years ago I used to play a lot with RPG Maker, it had a wonderful tile system despite all else), but what about instead of including such a mode/feature, just import a tiled map from another software, like Tiled.

    Here is the link:

    http://www.mapeditor.org/

    As far as I know, what it does is enable you to load a tileset, and when finished drawing, it export to a usable (?) formats, maybe just importing this format and the tileset would be more than enough, I'm just saying.