Daiz's Forum Posts

  • An upload for this thread in Help & Support:

  • It should be layer based unless you enable Z layering in layer properties, I think.

  • Meshes can be kinda hard to grasp for people new to making games or unfamiliar with 3D... and the ways of rotation you can do with them is kinda limited by default means. They're most easy to use with topdown 3D stuff (or completely sidescrolling stuff) - anything beyond that requires a lot more thought and math to pull off. I was thinking about using meshes for my danmaku thing but ditched the idea for now since I couldn't be arsed to think about the math involved with moving stuff through the screen properly.

    EDIT: The mesh editor itself is simple to use and easy to grasp, and so is loading meshes at runtime. Doing UV distortion stuff via the events is where things get a bit more complex, and that's what is required to pull off basically all the 3D stuff people have been asking about.

  • You have to create the heightmap via some means anyway, so you could just write a simple construct app for yourself that makes meshes based on heightmaps and then saves them so that they can be loaded at runtime.

  • Couldn't you just create a mesh out of the heightmap and be done with it?

  • I don't have the code at hand right now (posting from a library), but it just basically creates a bamboo object at the back of the screen at either left or right with some X&Y variation, animation frame variation and filter variation. Then according to the levelspeed global the bamboos are simply moved down slightly diagonally and their width and height is scaled accordingly to make them look more convincing. It looks neat enough in motion.

  • There seems to be some issues with creating more SpriteFont objects at runtime. Basically I'd want to create some scores popping up at destroyed enemies, but creating a SpriteFont to a position results in nothing, which is pretty annoying.

  • Since this is a thread about danmaku engines I guess I could post my input as well.

    I'm creating a bullet hell game for TIGSource's Assemblee Part 2 called Lowblow - Fantastic Awakened Passion:

    <img src="http://i48.tinypic.com/903ybl.png">

    <img src="http://i46.tinypic.com/2uprbq0.png">

    I decided to simply cheat when it comes to the 3D backgrounds, which works quite well - the current test level thing looks reasonably convincing enough. It's also built with variable level progress speed in mind, and doing stuff like adding different objects to the background scenery shouldn't be hard. So really, 3D backgrounds aren't a showstopper for making your danmaku engine, you just need to cheat a little

  • As someone who has actually created an application intended for public usage with Construct, it'd be a shame to lose the Application runtime. I would very much like to see it expanded, though. Or even have some bugs fixed, like have actually working dropdown boxes.

    If you're interested in the app, you can find it here:

    http://planar-studios.com/?nav=2&view=amkvc

    I haven't posted about it here since I doubt many people here would have any kind of use for it.

  • > So you can't really reliably gauge time based on ticks. If your game is 60fps and you say "Every 60 ticks" then you might think you're going to activate that event once per second... but what if your game drops framerate? If your event is time sensitive then you're boned.

    >

    Can't this be avoided with time deltas?

    Well yes, you could do something like the following:

    Set Bomb_Delay to 1000
    Always: Substract 1000*TimeDelta from Bomb_Delay
    Bomb_Delay =< 0 -> BOMB AWAY[/code:my2c5l0i]
    
    But I'd probably use the method deadeye suggested.
  • Last I checked you can't perform Copy as Text on multiple events either, making it basically useless for all purposes.

    You also can't toggle multiple events at the same time, which is annoying every once in a while.

  • Is this going to be another one of the hundred Metroidvania games being made?

    No, mine has robots.

    Obvious Cave Story ripoff (???)

  • You know the funny thing is that the topic describes a project me and and my friend are working on quite accurately... well, if you classify anything top-down made with Construct as a "Ghost shooter clone", that is

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  • I love you. This is the one important thing my application was missing.

  • Why not do it with a traditional language instead?

    Because I don't have basically any C/C++ coding capabilities