kingkibble's Forum Posts

  • Aeal I would not say I am good at 2D animation, but I really like it and it is good to practice.

    I would be lying if I said that I can do 3D at the moment, but I definitely know what it entails. I am going to college to get a degree in animation though so I am anticipating learning at least the basics of 3D animation. I am more of a 2D guy but I gotta make money somehow

    I am not saying "GRRRR I NEED 3D NOW!!! CONSTRUCT IS TERRIBLE AND IS MADE BY LAZY PEOPLE!!!" because that is just not true! It is also pretty unrealistic. I am just thinking it would be a nice thing to have down the line

  • Yes that is what I was talking about deadeye.

    Is there any chance it could maybe... not do that?

  • when you are working in games with lower resolution, like 320 X 200?

    I am not super fond of clicking the boxes to make the windows usable after every time I test my game

  • Device name: Intel(R) G33/G31 Express Chipset Family

    Pixel shader: 2

    Estimated VRAM: 71 MB

    Motion blur: No

  • duhurrrr

    Way to make me feel like a retard guys

  • Ashley, not to say it should be done, but there is a market for an easy 3D game maker- people like me who are okay at graphics but not so good at other stuff. I guess it just prevents you from having to get specialized team members (instead of doing it all yourself).

    I would be more than happy if you eventually enabled New Super Mario Bros. style graphics, though.

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  • Then why does my onboard desktop GPU not run it (well)

    STORY OF MY LIFE

  • I'm not sure if this would be possible in direct x, but would it be possible to put in an option to turn off anti aliasing when rotating and resizing sprites? Without anti aliasing it gives the scaling/rotating a more mode 7 super nintendo-like look.

  • haha thanks

    I built this computer a while back so it has:

    Intel Core 2 Duo (2.4 ghz)

    and 2 gigs of ram

    It has whatever graphics stuff it has "integrated" and it wasn't in the budget to get an actual card. It must be able to run Direct X 9 if it can run construct at all, right?

    Anyways, I'll do my best to get a card as long as the other stuff is alright. Like I said I need to save up a laptop, so the kinda specs I need would be nice to know.

    But I guess that is another question for another day!

  • haha that is probably why I was so hopelessly lost.

    I will give that build a shot tomorrow. Sounds like my graphics situation might make it crashtastic though.

  • That actually sounds like it'll probably do the trick. Sorry I wasn't understanding.

    ...I'm having a little trouble finding the lock animation angles checkbox, though.

  • I guess I'm not getting across what I want to do

    I want to use the angles for smoothly rotating my sprites, but I want to have left and right directions for all of my sprites

    I made a diagram as an example:

    <img src="http://www.trianglemadness.com/junk/roatateexample.png">

  • Yeah, I kinda figured that part out. I was just wondering if there was some easy way to have multiple directions that WEREN'T tied to the normal angle system.

    I am planning on trying to get a laptop at the end of summer, since the school I'm going to won't have room for a desktop computer. I will pick out one that has a good graphics card for sure.

  • I already have a seperate colision detector :T

    My problem is with the displayed guy

  • I am super sorry if this covers any material in any of the tutorials, but my computer can't run them. I think it is because I do not have a graphics card, but I can't really afford one right now.

    Okay, so I am very used to MMF 2's system, and because I have read so many good things about Construct I am trying to switch over. I don't want to use the default "behaviors" that it comes with, because I feel that they give me less control than I want, so I basically re-did one of the custom platform movements I had in MMF 2

    My problem stems from the fact that Construct does not have directions- rather, it has angles. I like being able to manipulate the angle of my sprite without affecting the direction they are currently facing, so this is a problem. His default direction is right (angle 0), and the first thing I tried was manually flipping his animation frames in the animator for left (angle 180). I did not like how this affected his natural rotation, so I tried the mirror flip--- this also ruined the rotation, and since there are no events concerning this check box, I felt it took away some of the control I need.

    So am I overlooking a feature, or is there a good way of doing what I want to do? The only idea I have would be to make each direction of an animation a separate animation, which could get confusing and cluttered. Perhaps I should request a feature for construct 2.0?

    It may not seem like that big of a deal, but since I am not a very good game maker I do my best to make my games as graphically pleasing as possible. Thanks in advance dooooooods