Lost my Keys's Forum Posts

  • I reckon that could be done in Construct.

    http://dl.dropbox.com/u/939828/2.5D.PNG

    All you need to do is have a canvas which has the normal map on it. And then make a special shader that is a variation of the bump map shader that accounts for the heightmap. The heightmap would need to be accessed from the zbuffer. And with another shader it might be possible to render a sprite into the zbuffer. Naturally I'm looking into all this right now because that video is so friggin awesome. I just need someone to render me a 3d scene like in the picture above.

    Get on chat

  • I am confused. Doesn't Construct already have export to EXE feature?

    He wanted it to be possible to make an exe from an exe made from construct.

    I would imagine for things like making a program/game in construct, which could then make other games or programs.

  • David, you are talking to a guy who got banned for calling you lazy.

    Just a heads up

    Edit: Is there some PHPBB setting that will show Banned status under the username or something? Or can we implement a nice little Banned avatar that auto-sets when someone is banned?

    If it's PHPBB3 or higher there is an option I think somewhere in the admin settings. Or there's tons of hacks for it at any rate.

  • We can post concept art? Cool!

    <img src="http://steamgauge.com/misc/construct/swamp2concept.jpg">

  • I'm looking forward to that sequel we talked about *grins*

  • A few of us agreed in chat that backward compatability would be useful, since not everyone is at the cutting edge of gaming and will thus have the best hardware and support. And the majority of those who'll be playing the more retro 2D games, will be less likely to be running top of the line systems, or even DirectX 9.

    But we all I think kinda agreed it wasn't really a viable option, even though it would be useful and allow more to play it.

    Getting around the issue with the August 2008 thing would go some way to help avoid problems though.

  • What happens with fonts that intentionally have gaps in individual characters?

  • Works fine for me too.

  • Its nice, but I was hoping that we get a plugin so we have OS native scrollbars, so they'll look like the scrollbars from the current OS you're using...

    But this will be useful for ingame scrollbars that need to be custom themed.

    Thanks

    Supposedly the problem with those OS native controls, is that they don't play nice with DirectX or something, and everyone always recommends making your own rather than using the OS ones.

  • The ability to add an optional splash screen (or screens that can include various levels of transparency and are independent of your application settings (so if your game/app runs in full screen, these wouldn't). All the screen or screens would do, is display before the program ran fully, either with a timer, or be dismissed by a mouse click or key press. Wouldn't have to be anything fancy, just an alpha enabled image would do, providing it was entirely up to the user what image was used, and what resolution it was, and if they even wanted one to exist or not in the first place. Just so long as they could make use of alpha channels, so you're not forced to use a box around your logo.

    It would also be handy if the splash screen/s themselves could run without the DirectX 9 requirement the rest of the executable needs too.

    Uses

    Showing registration information if required

    Important information

    Logo

    Copyrights and licenses

    Brief instructions

    Reason

    You could be more creative than in a regular square box. It would let you show the desktop through the alpha channel (which you can't do using regular layouts).

    A good splash screen like this, looks professional.

    Construct could easily be made not to display these kind of splash screens after being seen once, or if something is set in an ini file (so people who don't want to see them again don't have to).

    They wouldn't be limited to whatever resolution or setting you have applied for your actual app/game, or have title bars etc. (yes I know you can remove those in the actual executable).

    Examples

    Bare in mind there are backgrounds on these, in the real ones the white background is whatever is under the splash screen.

    <img src="http://www.guidebookgallery.org/pics/splashes/icq/99a-beta.png">

    <img src="http://www.guidebookgallery.org/pics/splashes/photoshop/7.0.png">

    <img src="http://www.guidebookgallery.org/pics/splashes/painter/9.png">

    <img src="http://www.guidebookgallery.org/pics/splashes/encoredvd/1.5.png">

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  • Screenshots from an old favorite of mine, using the look I mentioned (though you could make the angle a little closer to almost sideways and still get away with it), yet another on my "I wanna remake that" list, lol.

    <img src="http://www.lemonamiga.com/games/screenshots/full/pandora_02.png">

    <img src="http://www.lemonamiga.com/games/screenshots/full/pandora_03.png">

    <img src="http://www.lemonamiga.com/games/screenshots/full/pandora_04.png">

    As you can see, if you put invisible collision boxes at the base of walls instead of covering them completely, you'd still stop characters going through them, but allow them to go behind them. Then fade the wall out a little so you don't vanish completely (making sure you've got some artwork behind it, so when it fades out to show your character, it's not void behind there).

    -

    You could always make four layouts per level. With different angles of everything, all repositioned to match, and then any etc. characters, objects etc. only created in the first layout, and the others all told to copy them from the first, put reposition everything. But I'm not sure if that would cause things to stutter when changing angle/layout, and it would probably be more complicated than it needs to be.

    If Meshes were fixed for tiling though, and could have their angle of distortion changed (so instead of coming at the screen, they'd go toward the top of it) that "might" work and let you rotate to any angle smoothly, without requiring lots of extra artwork to display backsides (use pre-distorted images which look terrible flat, but perfect when stretched by the mesh). But I've a sinking feeling that meshes wouldn't rotate correctly in construct to do that, and they'd all end up rotating locally while rotating around the player, rather than just world rotation.

    -

    You could also use a magnify effect with a gradient, so the lower area of the screen magnifies more than the top, giving a fake mode7/perspective look to the screen (from an old thread I made about it). Coupled with the already angled artwork to appear more from the side than the top, it might help add to the feeling of over the shoulder view.

    -

    You could also look into what madster is working on, for the brawler/Golden Axe style games. That might work for something like this too?

  • Here you go.

    Awesome, thanks!

  • I'd keep the camera fixed, facing one direction. The level would still be flat and top down, but the artwork would appear to be from a lower angle. I'd avoid rotation in that case, it would be a headache having to basically recreate the entire map for every angle. You could still happily have characters going behind objects though, and even fade them out when the player is behind them.

    Or, if Meshes can have their angles/perspective changed, I'd do it that way and then allow the whole level to rotate around the camera. But that's going in the realms of 3D and would be easier in something else.

  • *backflips*

  • Hey, I've been working on the bone animation, and for some reason the "repeat to" check box dosn't seem to work right. Anyway, I had a nice looking running animation going on, but since I couldn't get it to repeat to a sertan frame, every time he returned to a standing position again. Thaught I was deleting the standing frames, when I realized that it wouldn't delete frame one, and was deleting all of my others . I can make a running and walking, jumping and such animations for you if you want them, but I also need a bit of help (remember, I'm no good at the tech side fo construct yet).

    :Rave:

    In one of my two games I am trying (and failing) to produce, I would like to add sound. I've been all over the documentation and I tried to watch the vid (which for some reason wouldn't work) but I cannot figure out how to specify where the Xaudio2 pulls the sound from . It starts "appath & "example.wav", but I don't know how to specify the path, if I put C:\Users\Administrato\Desktop\Construct stuf\soundfx It returns "\ invalid charector"

    I'm begining to think that I am hopeless at producing something ..... I have spent many hours on this, and I'm not planning on giving up though.

    Deadeye:"It's like being handed a box of crayons, and the first thing you say is "Hmm... nice crayons and all, but could I draw a cat with these crayons? Because I seriously doubt someone could draw a cat with these crayons."

    Lost My Keys:"Very true, but it's never as black and white as that. To use your crayon cat analogy. Yes, you can draw a cat with these crayons. But can they?"

    I'm trying my best at drawing that freaking cat, but I feal like I need extra help every step of the way. I would like to help how I can, so I won't be the annoying noob that just asks stupid questions and never contributes. After much ado, here's your cat, erm, cap.

    are you putting the path and file inside quotes? "AppPath" & "filename.ext" Try that?