Darkone's Forum Posts

  • 7 posts
  • Thanks for the reply.

    How quickly does it work? I'm looking at say, resizeable parts, and scaled ships. IE, if you made a carrier, it would actually be big enough to hold all its fighters. I'm just wondering if it maintains good performance with a large number of parts?

  • Its been a while since I last came here, and Construct has had a lot of updates since then. I'm wondering if its feasible to make a game in construct where one can attach parts to each other to create spaceships? Thinking either like Astro Battles, or maybe simpler, like in SEV. I remember working with RTS stuff used to be rather hard, and am wondering if this concept is possible to make in construct, or using construct's python extensions.

    Thanks for any feedback.

    Edit:Thinking something like Battleships Forever, but more internalized. IE, place parts inside a hull, and hits on the hull will destroy parts, blow holes in it, etc. The hull deformation wouldn't even need to be real or anything, just graphical.

  • Aye, anything intensive (what size images are these?) should be offloaded off processors. Graphics cards are more efficient at these sort of things. Although, I have no clue as to how fast it will perform on integrated VS a modern processor; especialy if you're on vista, which LOVES to throttle the hell out of integrated GPU's unless you know how to set it up.

  • Gotcha. Didn't know much about constructs pixel perfect collisions. The files are simply called 'bitmask' and I think thats the name of the project. I'll upload it, as the school page it was hosted on is 404 now. It reports points of overlap in total /I THINK/. Its features page described it as being able to report overlap/point of collision and number of overlapping.

    Edit:Screw it, files small. Stuck it in a .jpg

    <img src="http://i258.photobucket.com/albums/hh260/darkone8752/bitmask.png">

    Save it, rename it to .rar.

    Edit:Also, checked out containers and families. Interesting

    Another Edit: If I want to create a python method, is there an object in construct for that, or do I write it in script? IE, a method that determines how fast soemthing decellerates? Or should I do it inline like the action of "sprite.speed - (.....)? I'm jsut trying to figure out how to keep some good habits Edit:err..... what about using physics? Sorry, don't want to make new posts for every question I have.

  • Thanks for the replies:

    I was wondering about how the python script integrates. The article on it said that it can access things in construct by their names, but heres my questions:

    1)Can a single complex script replace all events?

    2)What are the limits of what the script can do? Can it call new sprites into being? Load new resources into the game? Will it allow you to use C code (I found a wonderful bitmask pixel-perfect collision detection library that even reports the coords of the impact)?

    Let me describe more in depth what I'm looking at:

    I want to make a WWII STYLE RTS that lets you customize units. Soldiers are simple enough, just choosing some equipment. Vehicles however are customizeable in size, location of innards (drag and place on internal grid). Weapon strength is based on the weapon and shell, it uses fairly 'simple' formulas (still going to need psycho for machine versions) for all the large projectiles to give them realistic properties, such as loss of speed based on current speed and weight. This is mainly what I consider a "warm up" concept for what I really want to do; it does not have to be a fully functioning RTS, just proof of engine.

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  • Thanks for replying:

    Thats a good start. Now the next part is how I would organize unit variables. I've toyed around with C#/C++/Python and SDL/OGL/XNA trying to figure out how I plan to do graphics, as I feel about as confident as a newb can feel at the languages themselves. So trying to figure out actual programs like construct/GM/whatever is a bit tough

  • So, new to the construct after have a friend suggest it in another forum. Sounds like exactly what I want- a Python 'library' (yes, I know) that makes 2d HW accelerated graphics easy. However I'm a bit confused with some things.

    For an RTS, how does one go about the data structures? MY idea was for an easily moddable game using text files, so it would load the unit information, and files ahead of time, and have unit classes like so [pseudocode]

    class sprite:

    object x

    object y

    image = spritename

    class ground_unit(sprite):

    objectHP

    object dX

    object dY

    etc etc, methods for dealing with movement, etc.

    From the ghost shooter tutorial on the wiki, and looking at the RTS sample built in, I wasn't able to get much. And I just have no clue where to start.

  • 7 posts