Colonel Justice's Forum Posts

  • That highly depends on what you want to achieve.

    If your project is not going to be gfx-heavy I highly suggest to store the graphics in the cap.

    If gfx-heavy and mostly sprites are used, I would store the images outside the cap and load them at runtime into the blank sprite images.

    Animating a sprite while constantly loading the pictures from harddisk is bad, though, so you have to load them at once at app-start /layout start or change.

    After all storing gfx externally leads to more flexibility, but you may stumble accross problems with e.g. image points coordinates in terms of setting them anew.

  • Oh man, this is helping alot.

    I was wondering if there is any compendium of the Construct syntax as I stumbe across new expressions on a somewhat regular basis?

    Cheers

    The Colonel

  • 1) Ok.

    2) Was a reference to Urled?s post of Hotline Hawaii. SMASHTV is awesome.

    3) Construct Classic here, no Construct 2

    4) Ah the SNES memories, yep, this was great too. Actually it?s all about the classic feeling, that "it went all good half an hour but now I`m screwed and have to start over, but I don?t mind the frustration because this game is just the SH*T!!!11" thing.

    5) I was with MMF2 quite a while, and I maybe hopped from that train too early since they developed some real good stuff in the meantime (I mean come on, Zlib streaming what the hell?). Event editor starts to be a real pain once you have 2000+ events going on there (can?t have event sheets subbed in another, just through behaviors of objects or global events), but maybe it`s better with the most recent build.

    In principle Classic?s GUI is very much inspired by MMFs, so the jump would not be too far. Direct3d support of MMF is far inferior to CCs you cannot work too well with it.

    Performance of compiled builds also go to CCs favor, BUT... and that?s the real show stopper, MMF2 is far more stable, you can rely on your picture editor not messing around and the GUI just plain works. It also wins the preview category, builds up way faster.

    And as mentioned in 3), the whole thing is on Construct Classic right now. Am I in the wrong forum?

    ... you didn?t post this without any reason, did you? ;)

  • Hi there,

    finally I came to the conclusion that some help might be appropriate.

    I am not saying that I can?t do everything on my own, but *cough cough*, well yeah, lack of time ;)

    Schade-Studios' task is fairly simple: Create the most ass-kicking classic 2D topdown-shooter ever known to man - and yes, I mean better than Hotline Miami. We will not step down until it is achieved.

    It all started way back in 2002, when I dug up an old dusty copy of The Games Factory and tried my luck at some game making. Some time after the whole thing switched to Multimedia Fusion, then to Multimedia Fusion 2, has been rebuilt from scratch several times, is now on Construct and wants to get finished there.

    ---I cut some yakety-smakety nobody probably will care about from the original post and get right to the gravey.

    What is this about?

    -6 characters to choose from

    -Zombies

    -Mutants

    -Foul wizardry

    -Shotguns, crossbows, scythes and plasma cannons

    -Character development

    -Loot

    -Loot

    -Loot

    -Zombies

    -Mayhem

    -???

    -Profit

    Some glimpse:

    Subscribe to Construct videos now

    and

    Subscribe to Construct videos now

    Well, it looks different (hopefully better) already. I`ll come around with a build for those who show some real interest in teaming up.

    What needs to be done?

    There?s several tasks at hand:

    Somebody that takes care of the level editor.

    -Editor needs an appropriate GUI that works well, enables fluid and fast creation of maps (later will ship with the game for custom level creation)

    -Map functions must be fully integrated in the editor, that means if at some point we decide e.g. that movable laser traps are certainly a good idea, they must be built in the editor, meaning that new assets should be no hassle to be implemented.

    -The editor guy will work closely with the engine guy (probably me) and understand what can be done and what cannot.

    Somebody for teh internets.

    -That?s somebody that is willing to maintain a website + small forum and/or blog, as well as spreading the word out on suitable platforms (indiedb, indiegames, you name 'em)

    And that network guy

    -that will somehow master lag compensation, and incoorperate online play, mainly 4 player fast-paced coop monster bashing. Online-Framework must handle the stuff that is going on on the level, keep track of player position and stats, same goes for enemies and them bullets flying all around. That teamwork wonder that CC is, I still wonder how this one can be pulled off. Well, if you are that guy, you will probably know it.

    That?s it for now. I think the vision is quite bulletproof, and I have the profound feeling that it will get some recognition if decently done, but it?s still quite some way.

    If you decide to hop onboard, and we release it, there will be a fair split of profit. Yes, right after the aim of fame comes fortune, so... ;)

    Any details on the project will be spilled through PM.

  • Furthermore, GWEN doesn`t seem to accept scroll rate of 0%. This is somewhat crucial when you use it as an Editor GUI and want to scroll over your level editor with the GUI following you. Any advise how to fix that would be highly appreciated. Otherwise I am forced to code my editor in something else.

  • If it`s Get Triggerer then it unfortunately doesn`t return the selected entry, only the name of the list box. From there on, I don`t know what to do.

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  • Question emerging: With the condition "Row selected on list box "blah"", how do I retrieve the Name, Data, or Label of the selected list box entry?

    Same goes for menu strip entry.

    Cheers,

    the Colonel

  • My 2 cents: I came here from Multimedia Fusion, taking the risk to port an almost decade long ongoing project (you know, learning by doing) to Construct Classic, and I would never switch back. Don�t know if you consider MMF2 a tool for serious game production, but it was these core problems of the authoring tool that would put me in a dead end, and for all the years that stuff like this is out there, including Klik And Play and The Games Factory, you can end up pretty much screwed if you don�t work around all these quirks that you are presented along the way to your finished product, saying that Clickteam has done a rather poor job sorting out these teething troubles. I mean, cannot distribute custom private variables to objects, what the hell?

    Then the awful performance of the hardware renderer, don`t know if they sorted this out yet, but seriously couldn�t care less anymore.

    Bottom line is that yes, CC may be stopped in it�s tracks, but the developers are not. My impression is that, given the circumstance that you know what you are doing (and you kind of have to if you want to have some classy output with either tool), you can still get there.

    I managed to pull of awesome stuff like full featured bumpmapped lighting with lights as much as your GPU can handle, you just have to sit down, take a breath, take a look at your options and then pull it off. Where else, besides some framework like Unity, does this NOT happen?

  • HTML 5 for what? To be limited by the, pardon my languange, sh*tty hardware you have to assume that the average fanboy of your game comes up with. So you downsize your design in almost every aspect to overcome the possible sh*tstorm unleashed on you when your stuff doesn`t run decent.

    Not to mention the classic feeling when you just pop up an .exe instead of Firefox displaying your compromised original idea.

  • Do you use a power-of-2 texture, like 64x64, 256x256?

  • Ah, I misunderstood the problem. But I?m not sure I?m getting it now either ;)

    The description of your loading/saving is a bit misleading. Are you using arrays and/or hashtables?

    You can only load one file per instance of either object, probably what you are doing is overwriting the first set when loading the second.

    Workaround to unify both tables would be to have two hashtable objects loading the two files, then you could do a "for each key" on the second object and insert it to the first.

  • Try loading the file through an expression like apppath + "myfile.dat".

  • 1 sound per day for users outside Australia.

    Nice collection, though :D

  • Whoopsy, I was off a while.

    I don`t hope you are animating your water with loading a different .png for each frame at runtime in a backdrop object or sprite with a single animation frame, that would mean loads of hard disk activity and greatly lower your game perfomance.

    If you need further advise, just pm me since I tend to... overlook things ;)

    Cheers,

    the Colonel

  • Not entirely sure if you would save VRAM (depends on the area size), but you can also stack your desired effect after the "Apply Below" shaderhttp://www.scirra.com/forum/effect-apply-below_topic43352.html on a dummy tiled background. It doesn�t work with all shaders, though.