Davioware's Forum Posts

  • RA2 does use voxels I think as well.

    Yes, the vehicles use voxels, and thats about it. buildings, terrain, and infantry use hordes of raster data.

    The first time I played the game I thought each vehicle had like 1000 frames, because when they move they conform to the iso terrain. Also, when explosions hit next to them, the vehicles tip as if the blast had nudged them. They look extremely like sprites and I wasn't expecting the game to use something as rare as voxels. It's a really fun game, all iso fans should try it out.

  • Not if you create your own dynamic placement routine that checks the top/bottom/left/right edges of, say, tiled background object dummies, and places the sprites and assigns their frames accordingly.

    hehe, i did do this for one of my games. I'm just talking about someone who wants to manually place tiles.

  • To Construct.

    <img src="http://www.rumpapum.com/thirstys/pics/beer-toast.gif">

  • red alert 2 has a nutload of images for each infantry unit. I imported one into construct a long time ago for fun, and the runtime took a while just to load the images of ONE UNIT. It was over 500 frames or something for a single 32x32 troop.

  • The animation route is a good solution to tile mapping, except it's hell when your designing your levels, because you have to assign the correct pv's to each and every tile so they display the right animation. Plus you don't see results in the layout editor. Anyway, you said your going be using a homemade level editor so thats not a problem i guess.

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  • Polish the heck out of this and get some awesome sounds ( the one you have now sounds like it was ripped from some shitty mmf soundbank. (yea, i've been there)). This kind of simple puzzle game is easily buffed with the power of construct. Make it shine!

  • if he's planning on ripping, or rendering, then it's highly possible rich.

  • <img src="http://www.fprado.com/armorsite/Abrams_Pics/M1A1-Bagdad-RunningOver-02.jpg">

  • While I doubt the devs would add this feature soon (or ever...), it's likely that as construct gains popularity, someone with the coding know-how will be annoyed by the lack of this feature and make a plugin for it.

  • well skew is not a very used feature. sine behavior was meant for simple movements, and many more parameters could be theoretically added to it, but then the plugin gets clunky.

  • I fixed this in chat.

  • just do this by hand

    1. create a global variable angle which goes from 0-359 then resets when it reaches 360 (or just use the timer system expression, i use the variable to avoid taking sin of a huge number once the game has been on for a long time, your call )

    always ==> set skew x to sin(global('angle'))*((how much you want it to skew by in either direction)*(1/timedelta))*(timedelta)

  • the lost wandering in the ashen landscape

    I laughed when i read this part.

    Btw, wall boundaries are not the best method (In some cases they are) because they allow for skip-through with faster moving objects. A raw coordinate boundary is usually the ULTIMATE SAFEST.

    Obj.x < 0 ==> set obj x to 0

    Obj.x > right boundary ==> set obj x to right boundary x

    repeat for y coords.

  • 1. You can't import 3d models like you're inquiring. Construct is a 2d game engine. You can render 3d objects and use them as 2d sprites however.

    2.There is no 3d camera, only scrollx and scrolly which control where the view of the game plane is.

    3.Yes, but the game will be in 2d.

    4.2d

  • Heh, not bad, but i hate that you can't aim while moving. you should have disabled rotation for the 8 direction behavior. Also, do the guards have