lahssoo's Forum Posts

  • Yup, skeletal animation is a must have feature.

  • No, the first game was made in Flash and the new remake is made in another engine. Not sure wich one but probably not C2.

    But that doesn't mean you can't make such a game in C2. Because that is totally possible to do

    Indeed for the first one, but rebirth was made with a custom build engine wrote by Nicalis.

  • Hello, because I use the pathfinding behavior for something a bit different, I need to be able to edit the last node ( Player.Pathfinding.NodeXAt(Player.Pathfinding.NodeCount-1) ); any help?

  • This could have been really useful for me, so I'm going to take some time to try to fix it.

  • Hello,

    I need to crop a sprite during runtime, this would be perfect if it worked, but it does not for now, any idea?

  • Nop, most (if not all?) official behaviour are already time based, so you don't have to worry about anything.

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  • This weekend, prepare to be eaten away by our new game jam entry!

  • Any hope to see the "cutable" polygon capx?

  • If anyone need to do this, I succeeded via basic trigonometry ( atan(X/Y) )

  • Hello,

    sorry about this topic title, I know it's not clear, but I have no better idea to say that : I would like to use the touch input to make the player rotate a wheel (kind of like in Ouendan ) : the player make a circle movement on the screen, and the sprite rotate accordingly

    here is an example from Ouendan

    .

    Anyone got an idea?

  • Hello i am Menno 15 years old ... for decades ...

  • It depends of what behavior you are planning to use : some of them (ie. pathfinding) doesn't like very low resolution...

  • 15000$ is not even enough for a submission fee at Sony/microsoft (I'm working in an indie studio for a living, our last patch costed us about 23k for a single PS4 review fee). Console is not for hobbyist, at least not for now : even if it was free, nobody could handle the workload.

  • Well, beware of Euclideon : it's not their first attempt at raison money, they are here every few years, they get some money from investors and they disappear...

    Like in 2010 :

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    (back then, they were called "unlimited details")

    They also did it in 2007, but I couldn't find the video.

    It's NOT 2D plains, it's some well written sparse voxel octrees... This is neither new nor specific to those guys,

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    does it very well too. Why isn't it used in video game yet? Well, Carmack once said he wanted to implement it in ID Tech 6, but since he moved to Occulus VR, we are probably never going to see any of this.

    So, problems :

    • no GPU accelerated rendering (well, you can argue you could use GPGPU, so let's say no specialized hardware).
    • Real time lightning would be a problem, so back to fully static light.
    • Animation, while doable, would be power hungry, inefficient and very costly; so we would have to fall back on polygon for anything non static.

    Even with such a list of problem, one game tried a similar approach, the infamous Outcast... It needed such a powerfull CPU and couldn't use the GPU at all, and that backfired as you can expect : back then, a lot of PC gamer were just buying their first 3D accelerator and were frustrated to see a game running in such a low resolution.

    So yeah, interesting technology. Let's wait 2018 to see it come back again ^^;

  • BTW With iOS8, Q3D is usable on iPad with reasonable speed. (couldn't test tiny tank because of the lack of input, but other the demo worked, and examples from the three.js website are really impressive)