Lost my Keys's Forum Posts

  • Didn't say it couldn't be done. Said it would be slow.

    Quoting from *your* link:

    [quote:2kxqji1p]Framerate down to a 1/4 the usual though.

    yeah. That's slow.

    I'll give it a try tomorrow though, it's still interesting even if a bit impractical.

    I highly favor parallax mapping over raytracing. Parallax mapping has only a tiny penalty over dot3 I think. (not sure, tis been a long time since I read the paper)

    I'm still hoping for a construct usable parallax mapping effects shader, that would be great.

  • Wow, thanks a bunch, that seems like some pretty comprehensive help lol. Thanks guys. Though I seem to get a runtime error when I try to open your cap deadeye, I'm not sure what to do about that, I'm using the most current version of Construct so I imagine it's the "unstable" one I keep hearing about, would that be the problem?

    Yep, that'll be it, don't worry, the "unstable" 72 is fine to use.

  • > They don't have to be square

    >

    I'm pretty sure they do. If you don't want to waste space, that is.

    Nope, it's fine, but both the width and height do have to be pow2. If square textures were forced, then a long thin strip image would waste tons of space in a square but far far less when non-square. OpenGL and Direct3D have no problem with non-square textures.

    Just did a quick test in construct

    128x512 tiled background = 0.25mb VRAM

    512x512 tiled background = 1.00mb VRAM

    So works fine in construct too. So if that was what he was looking for, he should be ok with that.

  • They don't have to be square, just power of 2

    eg:

    256x256

    64x128

    8x8

    16x512

    etc. etc.

    Or are you wanting to slice them up? Or are you wanting none power of 2 textures (really bad idea). I don't really understand what you're asking. :\</p>

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  • That's a good idea, the main reason I don't really want to change layouts is simply because I can't seem to get any of my events to carry over to the different layouts, I guess I'm just not doing it right, and I don't want to have to copy/paste every single game event into every layout I use, so I guess my question should've been, how do I get room layouts to use events from my main engine layout

    You can include an event list from another layout, that way anything in that event list will be available in any including it, and you only need to edit the single list to effect the others.

  • Why don't you want to change layouts?

    Anyway, you could do this with events easily enough if you don't want to change layouts, just change the settings for layer scrolling, and an event to move the player to the new area elsewhere in the layout. As for the flip screen style, could use invisible trigger sprites at the edges of the screen, so when the player passes over them, it triggers an event to move the display across X number of pixels or something along those lines.

  • > Small exercise in getting used to Construct...

    >

    >

    Nice work! If that's just a little experiment to test out Construct then I'm definitely looking forward to your serious projects

    Agreed, that is awesome!!

  • that cap was using pygame library

    i guess i shoulda tried it with a reglar no extra library python cap, too

    but alas...'tis too late

    Well if you can catch me while I'm awake in chat, we can always try again, since I've still not (and likely never will) install python.

  • Policarpo. Yes, I've read his work before. Hard to forget that name.

    It's basically raytracing, just as slow. I mean slow like to give the latest cards a run for their money. Really.

    Hmm. You sure you're not looking at the wrong bit? The imposter part is designed to be less of a strain (replace objects with billboards to cut down on workload but keep the quality up).

  • Well you already know I like it from chat. But giving a thumbs up here too.

  • Anything new on this?

    Also, bump for new users who've recently joined and might be interested in what CROS is doing.

  • >

    > Pretty much what I found is that you have to install Python 2.6.4 to get external libraries to work (at least without more work). I tried copying over the python26.dll file but still got lots of errors for missing dependencies.

    >

    does this mean it works on machines without python installed if you dont have external libraries...iwasnt sure if that worked or not...and if so, oes it still get the weird error?

    I thought we tried this the other day in chat and had no luck getting it to work?

  • Yeah, as lucid said, have a look at what the existing bugs cover on the tracker, and add bugs for any which aren't covered, and I'll take a look at some point. I remember the effects + Z elevation one though, and last time I investigated, I couldn't figure out what was wrong...

    Had a look at it looks like the main things are up there, the others I imagine would fix themselves in the process.

    I could get layer effects to work with z-depth being used though, so I dunno what's causing it either.

  • http://www.inf.ufrgs.br/~oliveira/pubs_ ... 3D2006.pdf

    I mentioned this in chat a while back. I think it would be fantastic to have this available in construct.

    http://fabio.policarpo.nom.br/Demos.html Example .fx to study, plus 3DS MAX plugin.

    The piece of interest (in our case) is #4 Relief map imposters. Which unlike regular billboards, gives an almost accurate representation of a 3D model across a single flat polygon (or mesh if you wanna call it that) regardless of what angle you look at it (except from the side obviously).

    It's 3D, without being 3D.

    <img src="http://www.kusu.co.uk/files/simples.bmp">

  • > Hopefully David or Ashley will reply and give a timeframe on the possibility of them being fixed, cause I can't swap the artwork around once its done.

    >

    It's been my experience that the devs don't offer up timeframes. Either it's done or it's not. As long as it's on the tracker the best you can do is hope it's made it into the next build.

    Cross your fingers, but don't hold your breath . There's a lot of stuff to work through, still.

    Here's hoping the wink has hidden meaning and the next version is all hunky dory!