Klaymen's Forum Posts

  • 15 posts
  • This is a host I wish more people used:

    http://www.sharebee.com/

    It uploads the file to several different hosts, like rapidshare, megaupload, zshare etc.

  • Can I install new builds on top of the old one?

  • Check out the "S" thread under construct discussion forum, that plugin has a seed-based randomizer.

  • Well, I guess one can never praise enough that which deserves to be praised, so here it comes:

    After using Construct a couple of weeks now, I?ve come to the conclusion that construct is AWESOME

    So, thanks a lot to the devs, and as soon as my unemployment ends, I?ll be sure to send some donations your way. High quality, niched, free software like this should really be encouraged in every way it can be done

  • I just wanted to add my support for this kind of system.

    As Construct doesn�t seem to have any kind of patch system for bug-patching finished projects (correct me if I�m wrong) it would be smart to keep the .exe file size as low as possible to reduce download-time for users. At the same time, I would rather not have all graphics spread out in folders, I want them to feel safe in a file somewhere.

    Also, it would be great if you could have "families" for your graphics, so that at a layout start up you could tell the game to load a certain family file, and all it�s graphics gets loaded, like, you know, "load snowy landscape tileset" and such.

    Basically, you import you graphics, give it a family name, a file is created which stores every graphics of that family in that file, and then you would load the family at layout start up. Wouldn�t that be handy?

  • I can report that I have the same problem on my P4 with an Intel GPU, PS 2.0, 128mb vram. Whenever I increase layout width/height beyond 2048 I get the error, and it remains even if I revert everything to normal. Only way is to restart construct.

    I have not much in my scene, a tiling 256x256 texture, a player sprite and a 50x50 distort .mesh.

    I can add that when zooming out more than 50% the error occurs even when on 2048 res. Well, guess you can never trust built in GPUs to handle anything at all.

  • Yes, something like that would be useful. And also, I wish there was an option for construct to remember which of the "Home - project - layout - objects - events" that I have open when I�m jumping between the event sheet and the layout editor.

  • I didn�t really feel that this warrant its own topic but the feature/ideas thread was locked

    Anyway, it�s annoying the hell out of me that the picture editor always open up in the same size. I�m working with sprites that are larger than the picture editors standard size, and therefor have to resize it every time I open it.

    So, maybe it could resize itself automatically to fit the size of the sprite? Would greatly improve my workflow.

    Thanks

    edit: lol, and I who always checks all stickied posts before I post in a forum, totally missed the "Submitting feature requests" thread I�ll just submit my future annoyances there

  • Hello, I�m new here and I was wondering - do plugins like this get included in the latest releases of construct? When I downloaded this I noticed there already was an older sin plugin in the construct directory.

    What I�m concerned about is if you would release a new construct build, would I then have to re-install this plugin or would features of the plug be added? And if so, is this something one could see in the release-log, like "Included functionality of blah blah plugin"?

    Thanks

  • Well, lucky me I guess, as that I think this is hard enought as it is

    Anyhow, I got everything working now, thanks a lot for the help guys/gals..

    Here is the finished equation as reference for eventual math-hating lurkers. You can move your mesh where ever you like and get correct results:

    When player-object is overlapping heightmap, give player-owned private variable 'height' the following value:

    Heightmap.VertexZ((Player.Y-Heightmap.Top)/(Heightmap.Height/Heightmap.MeshCols), (Player.X-Heightmap.Left)/(Heightmap.Width/Heightmap.MeshRows))

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  • Hehe, I thought terrastruct was totally bugged, whenever I loaded a map it looked all distorted. Then after some ages I figured out that you move the scene with the middle mouse button

    Well, I got my mesh loaded and I made a simple testscene:

    http://bayimg.com/jaeikaAcF

    But when running debug nothing happens to the height variable. As there is no info at all in the wiki on this stuff, I?m kind of confused with all the available expressions. I thought Z usually represent depth, right? So when moving about it should give some kind of value, no?

    edit: Hm, I realised nwo that maybe I need something like "get closest vertex"

    edit2: aha, I realised now that I misinterpreted some things, with colums and rows. I?ll do some more digging

    edit3: got it now! I just divided the players x/y with the number of rows/colums in the mesh.. Seems to be working, I?ll do some more messing around..

    edit4: hehe, it seems like it is only giving me the X/Y position of a specific place on the mesh, not actual depth values of the vertecie. I?m not sure, will to some more tinkering.

    edit5: okay, after puting some food in my stomach I finally figured out a formula (math ain?t exacly my greatest skill) to detarmain the height..

    When player-object is overlapping heightmap, give private variable 'height' the following value:

    Heightmap.VertexZ(Player.Y/(Heightmap.Height/Heightmap.MeshCols), Player.X/(Heightmap.Width/Heightmap.MeshRows))

    Now, there is one problem: it only works when the heightmap is put in the top-left corner of the layout. I need to make it relative somehow.. I?ll see if I can figure it out on my own..

    Hm, I can tell that this is going to be a real drain on the system. CPU waiting for GPU went from 90% to 30% when using six objects at once. Imagine having like 20-30 + a lot of other complex calculations.. Guess I have to find a way to optimize this..

    edit6: Ah, it was no problem optimizing it, I just set it to happen every 500ms and the cpu usage was barely noticable. I guess if I have a lot of units I could optimize it even further by making some kind of que system so objects never check their height on the same tick..

    Many edits

  • I was going to generate the map based on a depth map made in a 3d-program I�m using, by first sculpting a landscape and then run a z-depth pass to extract the height into a map.

    So basically terrastruct generates a polygon mesh out of my height map, and then construct can extract information out of the topology of the vertecies? Or is it more like vertex mapping, where you have a flat multi-polygon plane with every vertice given a value, and then extract the mesh for use in construct?

    Not that it matter which way, as long as it works

    Thanks a lot for the help, and for the program, will check it out and post if I make something useful out of it

    edit: Ah, my main computer is broken and the one I�m using now is so slow that terrastruct was barely usable, but looking at the tutorial it seems very interesting. But basically, I could use which ever 3d-software that supports export of the .mesh format and then, depending on what method construct use for the mesh (if it�s height topology I just sculpt the terrain like I want, or if it�s vertex values, I�ll just paint a vertex map over a flat poly-plane), export it for use in construct, right?

    Although I must say terrastruct looks handy in this case, I don�t think I�ve ever encountered a feature that can generate a vertex map based on a height map in a 3d-software. But if all terrastruct does is generate a topology based on a height map I guess there are better software, like the free terragen, and also the 3d-program I use have this ability to some extent.

  • newt

    I�m not sure I quite follow you

    And the line of sight, maybe I could just "shoot" an object towards the other units and check if its height-value when it travels over the heightmap gets higher than the shooting units stored value, then the sight is negative. Does that sounds slow? if the distance is long, I was thinking I could break it up over like 5 frames, reaction doesn�t have to be imminent, as the game will be slow paced.

    edit: Oh, and if I confuse you guys with anything, let me know, I�m typing fast and english isn�t my primary laungage :p

  • Your slices idea was more or less what I meant with my less attractive solution. But I don�t understand why it would be that slow. It would only need to retrive the value when an object is moving, and let�s say there would be 20-30 objects moving at most which need to have their height checked, would that really make such a punch in performance? I could probably get away with checking a units height every 3rd or 4th frame or so, and, if using the slices-method, all it would do is a simple collision check "is unit touching height object x". If using the check-color-value I guess it would be similar, no?

    Or is collision checking in general slow? I haven�t really read that much about constructs performance, but to my understanding it is quite fast, no?

    And about smooth variations, no. I was thinking that if I have a layout of maybe at most 4096x4096, then I would stretch a 512x512 grayscale map over it. Making slices would complicate that idea, as I would have to stretch several objects, and make sure they all match up when stretched. Also, say I would make 16 slices, that would mean 512x512x16, not an attractive solution when I think about it.

    But let�s say that I go with the array idea. Basically I would, for say a 4096x4096 layot, load a greyscale map, read the values from like every 4th pixel or so and then put those value in a 512x512 array or something, right? Would this be a hugh performance sucker? I�m not familiar with how storing/reading large arrays affects performance.

    And also, just for confirmation, is it possible to retrive a value from a texture map? like "check RGB value at action point from -object-" or something.

  • Hello,

    First I just want to say a big thanks to the devs for making Construct (and for free, amazing). I�m currently learning it, and this program just makes programming make sense to me

    Anyhow, I�m thinking of some game designs and one of them is a kind of Close Combat clone, which I guess would be suitable with this engine. What I�m curious about is if it is possible to retrive values from texture maps, based on the pixel colors in the map.

    What I intend to do is have a grayscale map stretched over a layer to determain the height of hills and such, puting stuff like line of sight to interesting use. The map would not be visible in game of course, but would still have to be able to let objects fetch values from it. So, is this possible without using python scripting? And if not, is it at all possible even with python?

    Or can anyone think of an alternative way to create height for top down landscapes? As a less attractive solution I was thinking that I could generate a height map of maybe 8-16 colors, then create seperate objects of all the shades and then simply use the objects with ordinary collision checks to see what "height" an object is at. Do you think this would be a feasible solution?

    Btw, I was looking at the pixel shader entry in the wiki, thinking that they maybe could be put to use in a case like this, but it didn�t really tell me much.

    Thanks for answers

  • 15 posts