lucid's Forum Posts

  • Thanks for your reply.

    yeah, school is not an option at all at this point in my life, so its either sell my own games or try the hard route

  • haven't updated this since I switched to fiber optic

  • Welcome to Scirra.

    I have a general question about the industry. If someone has little to no schooling, but has a superimpressive demo as their resume', basically, would they have a chance at getting an entry-level position somewhere? If not, what if they have a reasonably successful indie title shipped?    Basically, is it possible to get a job in the industry without a degree?

  • awesome job, man

    I love stuff like this

  • lucid wrote:<font size="2">

    i say green.

    it's not really a fair comparison with those images, because the blue all matches, and the green has blue scirra lettering, and also the minty background is very blueish, while the blue theme is completely cohesive, here's a comparison on more even footing:(maybe the background should be grey, on the green, too?)

    <img src="http://dl.dropbox.com/u/1013446/themegreen5.png" border="0" />

    <img src="http://img155.imageshack.us/img155/7598/themeblue.png" border="0" />

    imho

    I do think blue looks more professional. but I don't think it needs to look more professional. scirra is not going to appeal to larger corporations until down the line. scirra needs to be cool, fun, and powerful. not cold, corporate, and calculated </font>

    <font size="2"> I like lucid's all-green theme better than the all-blue one. Right now the site is mainly green, but with bits of blue. That's my main worry about the blue one - it's good, but it does look very corporate and serious. The blue one seems very "technical documentation for Microsoft Office", whereas green is more fun and lively. I'm still being outvoted though :)</font>

    maybe we can get the alternate green on the OP?

  • i say green.

    it's not really a fair comparison with those images, because the blue all matches, and the green has blue scirra lettering, and also the minty background is very blueish, while the blue theme is completely cohesive, here's a comparison on more even footing:(maybe the background should be grey, on the green, too?)

    <img src="http://dl.dropbox.com/u/1013446/themegreen5.png" border="0" />

    <img src="http://img155.imageshack.us/img155/7598/themeblue.png" border="0" />

    imho

    I do think blue looks more professional. but I don't think it needs to look more professional. scirra is not going to appeal to larger corporations until down the line. scirra needs to be cool, fun, and powerful. not cold, corporate, and calculated

  • there's no limit, it'll let you add them until your pc can't do it anymore, which is probably thousands

  • Of course, the lack of a developed scripting system (and don't get me started on integrating events and Python)

    just want to take a moment to double disagree.

    I made a stable multithousand line/event scripted thingy animator at one point, prior to alot of rojo's recent python tweaks and fixes. like all construct you have to learn the particulars of using it, but the scripting is very powerful. the second reason for disagreeing is scripting is actually not needed in construct to make almost any game. it's when you want to do something weird like drag and drop images onto your game or something, and there isn't a plugin for it yet.

    as to the original post:

    if you search for anything made by quazi, tokinsom, davioware, konjak, pyteo, zotged, arsonide, saint11, or mary jane for some of the more polished stuff. also, arima's rpg, if you can hunt down vids of that, to see more polished stuff. in that list you'll find a few different genres ranging from rpg, to infinite world space sim, to 3d thumbfighting, to shmup, to topdown survival horror.

    i think the previous answers were correct though. construct is very very young. it's been around for 4 years someone said? id say most active users haven't been here since the beginning, so factor the time it takes for them to get comfortable enough to tackle a large project, then either the time to tackle it alone, or build a team. so I think we're right around target :)

    also, I know a few of the aforementioned folks have been working on that killer game for a long time now. but definitely don't take it as construct being unable to handle it. the ide itself definitely has some kinks and quirks to work out, but it's superpowerful and flexible. I would say most 2d games out could have been created with construct, with the exception of vector graphics based games, assuming the user(s) had the time, and artists.

    edit:

    ot-so-great support with data structures (whaddaya mean, you have to set array elements in the Event Sheet

    I believe there's a visual array editor someone made at one point. also not sure the limitations of the competitors in this area to be honest. but, you can use python for c-like data structures, and/or the s plugin

  • evgy: I have no clue what the gameplay is like, but wow those graphics look really awesome!

  • no need to make a new ship

    just make a private variable 'gunmode' or something

    and either set it 0 or 1 for different modes

    or set it to "front", "sides"

    and make all your gun placement events work testing the variables first

    if 'gunmode' == "front"

    -------set gun position to ship.imagepoint(1)

    else

    -------set gun positions to ship.imagepoint(2)

  • that's looks really great meister! something I'd buy on steam on a whim just based on the screenshots

  • I guess this is the first time it's mentioned in the forums. but I'm going to be the one making the spriter construct classic plugin. i wanted to point out something about the way it will work with construct, and why it's a powerful tool. look at this image again:

    <img src="http://www.brashmonkey.com/index_htm_files/25.jpg" border="0">

    now imagine this as a large sprite, animated and imported as individual frames in construct. it'd have this huge bounding box filled with alot of empty pixels above and below his sword. and if you made ten frames, you'd have that much vram, every one of those pixels in that square, probably upscaled to the next power of 2 size as well, for every frame of animation. a sprite that huge would eat up everything with a full set of animations, let alone an entire level with multiple characters.

    now look at the image again, and see the individual images like the parts of the arm and leg, and the head, and the sword as individual sprites or textures. this is how it will work when you import it into construct. aside from the the fact it will be less vram for all the individual pieces combined than it would for one frame of the normal way of animating, you can have 10,000 frames without adding additional vram. of course you're using additional system ram, but an insignificant amount because you're not storing textures, just coordinates and angles, so you're free to go pretty crazy with pretty big things.

    it's a very exciting plugin. I believe

    uses a similar system to make huge sprites, and there are other companies that have done it as well. but I don't think there's ever been a general purpose animator like this, that saves to a format that can be imported into multiple engines, and definitely nothing that you can use to make games with as easily as it will be in construct

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  • To build the runtime with python scripting you need to uncomment "#define PYTHON" in stdafx.h and rename the built exe's to DX9_s, DX9_ps and DX9_pds.

    I won't be building the runtime anytime soon, but I am curious, what do you mean? does this mean when a cap has python enabled, it loads that alternate build/exe? or do you mean something else entirely?

  • I think it's awesome. I'm impressed by how complete it is. how long have you been working on this?

  • You can set a custom collision mask in the picture editor by clicking on the weird icon