deadeye's Forum Posts

  • Only a handful of people have attempted physics platformers. It's a rather unique feature that the majority of users won't need. Unique circumstances call for unique solutions, not general solutions.

    If only a few people are going to use it, then why spend the time to develop a full-fledged feature, when the same thing can be accomplished on the user's end as the need arises?

    It's an out of the ordinary request that would cause the developers a headache and it only has a limited use. It's not likely to happen.

  • Well, I don't think the "best way" is likely to happen, it's been suggested before.

    To interact with physics objects, a platform object would basically have to have a physics engine as well. It goes well beyond the scope of what the platform behavior is meant to do. It's too specialized and complex an addition, and it wouldn't benefit the majority of users.

    Therefore I suggest you create your own solution to the problem. The means are there, you just have to do it yourself.

  • It's a neat effect but I can't see playing a game like that. Ouch.

    I have some 3D glasses lying around here, maybe I'll tinker around with that and see if I can't get some 3D effect working.

  • [quote:xqgch25g]3) And the third question: will you make platform behaviour compatible with the physics behaviour? I mean make a "platform behaviour" object(like a character) collide with "physics behaviour" object(like a box).

    You can do this with events, or you can make a platforming engine for your player with physics.

  • Yes, a new feature since .99. Sprites can have Z depth just like 3D boxes can. It automatically Z sorts and scales them, and they move in proper parallax without having to use separate layers.

    Check out this .cap for an example (though it's a rather simple example):

    notice how all the clouds and rocks are the same size and on the same layer, but when you run it they appear to have depth. It's just a simple example and the Z sorting doesn't work in that .cap but that can be easily fixed.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • youtube.com/watch

    Bascially, I want to do something like this in the video. 2D Sprites, 3D background. Would I use the 3D Box object?

    The thread has gotten off track but I'm returning to the original question here

    It looks to me that only the ground is a 3D plane. So yes, you can get the same effect using a 3D Box (or a series of them) for the ground to get the proper foreshortening. The players, trees, and bushes can be simple 2D sprites with 3D Z layering. No need to use a mesh at all.

  • That's a nice menu example. Care to share how you did it? We get questions about menus and inventory all the time.

  • Oops, I forgot

    I'll do it now!

  • You do not have permission to view this post

  • You do not have permission to view this post

  • New thread here:

    I'll ask an admin to sticky it.

  • I'll start:

    Hi, I'm Jason. As you may have noticed, I'm a mod here at Scirra Forums.

    I've been interested in making games since I was a kid. This was during the Golden Age of console games when the NES was king. I wanted to be a game designer when I got older, but the studios moved on and stopped making the kinds of games I wanted to create. That, and lack of access to good tools and resources pretty much left my dream of making games unrealized.

    That is, until a few years ago, when I found that user-friendly technology had finally caught up with my late-1980's passion. I tried out various things... Game Maker, MMF, but they weren't quite right. I was about to give up again when I happened across a post at TDC griping about something called "Construct," and that was that.

    I've finished one game (sort of), called This Cursed Rock, which was for an H.P. Lovecraft contest over at TIGSource. I got fourth place, rather undeservedly I think.

    Click for original thread:

    My current "serious" project is Vert. You can check out the progress here (click image for TIGS thread):

    I have a million other small projects that have never gotten off the ground, maybe some day I'll be able to stick with one long enough to finish it

    I've also been working on and off (mostly off) on a series of Construct tutorials called Platform School. You can check them out here.

    My favorite kinds of games are (obviously) platformers, but I definitely prefer the "metroidvania" sub-genre. I also really dig action-adventure games like The Legend of Zelda and it's successors. As for newer games, the GTA series is probably my fav, and I really enjoy the Silent Hill and Resident Evil series.

    And, well, that's about it. Yay. Your turn...

  • By popular request, here's the official introduction thread.

    So, who are you? How did you find out about Construct? What brought you into the seedy underworld of making games? What interests you? Where have you been, and where are you headed?

    Just one guideline for this thread: no fakeposting. Let's keep if for real, yo

    Oh, and welcome to Scirra Forums

  • Uh-huh. Which is why I'm locking this thread

    I'll make a proper "introduce yourself" thread in OT.

  • Looks really nice, but I'm not a big fan of how the mouse-aim is handled in this. I can't quite put my finger on what it is, though. Movement just seems a little odd. And the bullets go way too slow for efficient combat... if I can fly faster than my own bullets there's something wrong

    But the graphics and effects are really nice . I especially like how you handled the shield, very simple effect, but very effective and cleverly executed. And the parallax on the starfield was really nice. Had some slowdown when an enemy ship exploded, but that was all.

    Also nice to hear a demo too. Good use of sfx and music.