Genesys's Forum Posts

  • Me.

    <img src="http://img22.imageshack.us/img22/4677/28giugno2009scale.png">

  • Yeah thanks I didn't know what containers was It works perfectly now

  • Hi,

    I have 3 weapons and 3 enemies.

    -For Each EnemyWeapon ordered by EnemyWeapon.UID Ascending

    --For Each BadMan ordered by BadMan.UID Ascending

    Do -> EnemyWeapon: Set position to BadMan.ImagePointX("RightHand"), BadMan.ImagePointY("RightHand")

    Ok, nice.

    But all 3 weapons sets the position to the last BadMan in the list of UIDs instead of setting the position to all the 3 enemies.

    Why?

  • Crash.

  • omg how did you discover it?

  • Eppi bertdei tu iuuuu, eppi bertdei tu iuuuuu, eppi bertdei tu Soldgi�Boi, eppi bertdei tuuuu iuuuuuuuuuu

  • Tomba-style 3D graphics would be awesome. 2D collision checking.

    Animations can me made in a temporany way.

    Loading frame by frame just like sprite animation, so we basically need to split the mesh animation into single frames.

    And rendering the right model for the current frame count. I repeat, just like sprite animation.

    p.s.: I make 3D models and do rigging and animation in Milkshape 3D. I'm a one-man software house

  • I'll do it this summer.

    And remember, always backup your work

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  • Collisions can be made by hands. Distance-based collisions.

  • I'm for 3D and 3D mesh plugin.. Construct is too nice to be just a 2D game making app.

    See this:

    http://www.zgameeditor.org/index.php/Main/HomePage?userlang=en

    Something like this but much simplified would be all Construct and us need.

    Advanced 2D, simple 3D.

    And what is a simple 3D mesh support?

    Nothing but loading a list of points and polygons and rendering them.

    Construct has 3D box. Well, if you just extend it to load polygons instead of having some polygons to make a cube you can make it.

    And Construct is a DirectX engine right?

    So you can easily support ".x" meshes with textures.

    We need just them, ".x" meshes are enough.

    And I also think that with the time you can extend the support to make animated meshes, bone animation support and other things like this.

    Please, consider all this.

  • 4 people making the job are faster than 1 person making the same job.

    Also, 4 cores can process 4 AIs or 4 physics bodies, or something else at the same time.

    You can apply multi-threading in all kind of computations.

    I repeat, 4 people makes a job faster than 1 person, so you can use threading to make more computations at the same time, so 4 times faster!

    And this is important for complex games. Games that may use difficult and long IK computations, or massive physics or movement in general.

    Also we are now on multicore era, and this would be an important feature.

    p.s.: also you can check 4 events at a time instead of just 1.. Something like a block of events

  • This is the question...

  • Online plugin is also not done But I'll wait..

  • I'm looking for a Mode 7 effect for an RPG.

    <img src="http://www.rpg-palace.com/scripts/mode07/airship.jpg">

    <img src="http://imagesload.net/img/mode7.JPG">

    <img src="http://bulk.destructoid.com/ul/user/2/25509-98572-MODE7PNG-468x.jpg">

  • What exactly are you going to rotate around? A flat 2D object?

    Construct is a 2D application... It does not do 3D. I really wish people would stop asking how to do 3D this and 3D that with Construct.

    -_-*

    ~Sol

    Do you know "Mode 7"?

    the "Mode 7" is a REALLY OLD 2D technique that transform 2D planes in fake 3D planes. It was used in games like Mario Kart if I remember correctly.

    Why use "Mode 7" when we can use "REAL", FAST 3D?

    Construct wouldn't become a 3D tool just for this.

    AND I'm not asking how to do 3D.