Mary Jane's Forum Posts

  • <img src="http://i46.tinypic.com/25iarme.jpg">

  • My monitor is 16:9, but all games I always make in 4:3, because the majority of casual games that I played has a standard 4:3 aspect ratio (640x480, 800x600, 1024x768). I think that casual games publishers are still making their games in 4:3.

    For information: today i've had one experimental - recorded a 1 minute video in 720p 1280x720 (16:9), and the file size turned out 144 mb. <img src="http://i987.photobucket.com/albums/ae352/constructgame/fk.gif"> I think this is a very large size and we will have to make the video very short, but so many good games would like to show.

    Presentation video by hero_bash is 7 min 27 sec, while the size is only 44 mb ( MPEG4 Video (H264) 656x480).

    IMHO: I think our main task is to make a showreel, which will be available to most users that they all could appreciate Construct capabilities. If we make a video in HD 720p, then we significantly shorten the audience and only starred with high-speed Internet will able to watch it (even if people watch video in a low quality through YouTube option, it will reduce the size maximum of 2 times, ie will weigh about 60-70 mb, which is still a lot <img src="http://i987.photobucket.com/albums/ae352/constructgame/fw.gif"> ). Even if we are going to make in 16:9 - no more than WVGA 854x480 format, because the video size should not exceed 30-50 mb. Or better, I would suggest 800x600 (4:3).

    I have a suggestion: let me capture a couple of my games and make two test video: the first in 4:3, the second in 16:9, and together we take a look and choose which format to use for the final video. Do you agree? <img src="http://i987.photobucket.com/albums/ae352/constructgame/gb.gif">

  • The amount of stretching is minimal when viewed widescreen. Didn't realize it wasn't 16:9 until I reread your post lol.

    Original 640x480 (4:3)_______Resized 1280x720 (16:9)

    I think that the difference is very big, and the second variant looks bad.

  • I've recently made a promo video for Scirra Construct, but it has the standard resolution for games with a window size of 640x480 (4:3). If you decide to make the showreel in 720p, it makes sense to transform the video under a new screen resolution of 1280x720 (16:9) and then you could put it in your showreel (of course, if you like it). Although I don't sure that it will look same impressive in another aspect ratio.

    Here is the promo video (exe 2,7mb)

    I was going to use this video at the startup of every my game created with Construct to promote the program. But it turned out that it's difficult to move events from one project to another. And AVI Object doesn't work properly in full screen.

    P.S. I wrote music specially for this video.

    <img src="http://i987.photobucket.com/albums/ae352/constructgame/fpp.gif">

  • Hello.

    Well, recording videos would ensure that the person recording videos doesn't miss anything cool

    I absolutely agree with you!

    People who want to show some specific moments should have the opportunity to capture their own video.

    there's a set resolution to use so the quality remains consistent in the video, and it's the lower end of the HD formats

    Once again I would like to clarify about the 720p. As it is written here (link to wiki):

    "720p is one of the HDTV video modes, which has a widescreen aspect ratio of 16:9, a vertical resolution of 720 pixels and a horizontal resolution of 1280 pixels"

    For example, I'm going to capture video from my Christmas Puzzle Game (see screenshot below).

    (click on it to open in fullscreen)

    This game is in the resolution of 640x480 (4:3). How do you propose to capture it in 1280x720 (16:9))?

    Version 1: Stretch the game to the size of 1280x720 (16:9). Then the game will be distorted (see screenshot below).

    Version 1:

    (click on it to open in fullscreen)

    Version 2: Cut the top and bottom and stretch it to 1280x720 preserving the original aspect ratio. Then we get that the field and the clock will be cut off (see screenshot below).

    Version 2:

    (click on it to open in fullscreen)

    Version 3: We just capture a video and simply insert it in the center of HD resolution, but then there will black space on the edges of the screen (see screenshot below). And still we have to stretch the vertical height from 420 to 720 (almost 2-fold).

    Version 3:

    (click on it to open in fullscreen)

    I think it's an important issue and we need to resolve this before people start to capture video from their games.

    IMHO: we don't need to use HD format (720p) because most of the games created with Construct has a resolution of 640?480 (4:3). I don't see any reason to stretch the game to 1280x720 and make it widescreen (16:9) ? this will only worsen its quality (pixels will be visible in full screen). I think the recorded video must have the same resolution as the game. Afterwards when an editor will process the video he will set the optimal for the most games screen resolution.

    If you think otherwise and still propose to record video in 720p, then we will have to remake our games in the appropriate resolution to avoid loss of quality in full screen. Or you do not agree with this?

    You should pop into chat sometime to discuss the ideas, curious what you have in mind. Plus more tends to get done there than on the forums.

    Alas, but I'm not fluent in English and it takes me a lot of time writing one sentence. So I'm more convenient to communicate via the forum.

  • Hi.

    I like the idea too! But have a few questions:

    �Record at 25fps at 720p HD resolution� � what should be the screen resolution? 1280x720 (16:9) ? And what if the original game is 640x480 (4:3)? Capture it in 640x480 (4:3) or remake the game in 1280x720 (16:9)? Or simply run the application in the fullscreen mode and capture as it is (4:3)?

    �Use the standard MPEG format� � MPEG 1 or MPEG 2? May I use MPEG 4?

    �Don't include the audio� � I would advise to leave the sound without music, i.e. original game sounds (sound of jumping, shooting, etc. ) + main musical theme which you will select for the showreel. I think it will keep the atmosphere and make the video more fun.

    Will only one person create and edit the video? Or everyone can try to make his own version of the showreel?

    I've previously worked in an advertising agency, made video ads and presentation films. And I have some ideas about what the final video should be. <img src="http://i987.photobucket.com/albums/ae352/constructgame/ge.gif">

  • Basically I added walls with Solid attribute, a Ball with Solid attribute and Per Pixel collision mode, tacked Custom Movement behavior onto it.

    I tried to make the ball with Custom Movement, but it moves very straightforward.. How to simulate the same random movement as in the Ball behavior? I.e. if the ball moving at an angle of 270, then bounces off the wall and moves back down, it must move at not 90, but 88 or 91 degrees, that will lead to a change in direction.

    I made the ball with Custom Movement

    Did you make the ball with this behavior because you had the same problem?

  • Hello.

    Tell me please, what methods do you know how to replace the standard Ball behavior, with similar functions? (for example, such as collision with solid objects and rebound from them)

    The problem is that I've found a nasty bug in the standard Ball behavior � sometimes during the game when the ball moves it can suddenly appear in another point of the screen (as if it jumps over some distance). This happens rarely (about once every 3-5 minutes), but it spoils the impression of the whole gameplay. This bug can not depend on the events, because there are no conditions or actions that control the behavior of the ball or a sprite at the time of his movement on the screen. So most likely this bug is a program error.. <img src="http://i987.photobucket.com/albums/ae352/constructgame/JD.gif">

    I've tried to create ball behavior by using Custom Movement, but it didn't recognize Solid objects, the Bounce function didn't adequately respond to the collision and creates a lot of bugs (often moves through the objects or even goes off the screen). He also moves very straightforward and often gets stuck between two objects unlike the Ball behavior. Therefore Custom Movement in this case does not suit me.

    So if you know any way to fix the bug with the disappearing ball or how recreate the original ball behavior - please write or make an example.

    Thanks in advance!

  • linkman2004 Thanks! Cool Plugin. <img src="http://i38.tinypic.com/r1h99u.jpg">

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  • Maybe he was abducted by aliens? <img src="http://i987.photobucket.com/albums/ae352/constructgame/fk.gif">

    <img src="http://i47.tinypic.com/ff6cn6.jpg">

  • newt

    Thank you for the example. It helped me to understand Timeline object and I can already use it in my games. I've changed it a little:

    <img src="http://i47.tinypic.com/2ykxb3q.jpg">

    <img src="http://i47.tinypic.com/2db8n79.jpg">

    deadeye

    Great solution to create time in the application using Timedelta. The only thing I changed the private variable to global, because PV works only if the object already exists in the scene. But it must appear only after one second.

    <img src="http://i47.tinypic.com/2nlwvpd.jpg">

    Thank you all!

    If someone knows other ways of how to control time � write here!

  • Well there's the timeline object.

    Ill see if I cant make a cap that demonstrates.

    Oops! I didn't know about it... Is it a new object?

    I've tried to use it, but don't understand how to work with it...

    If you know could you make an example?

  • Many people ask me how I made the character's movement up and down with the ability to jump.

    Answer:

    I created sprite Base with Platform movement. Then I linked it to the Santa sprite.

    If we press up � private variables is increasing and Santa moves upwards. The same thing for moving down.

    Here are screenshots with the example of events:

  • Continuing the theme of how to make things easier.

    The second task:

    If we pressed ''Space'' a new sprite appears on the screen after one second, then it moves up (after 1sec), then to the right and then it's destroyed (after one second too). If we press �Space� again, the loop is repeated.

    I know three ways of how to create time countdown in the game that lets you manipulate objects.

    Method 1 (Variable)

    <img src="http://i50.tinypic.com/34yslxu.jpg">

    Time is created using Global variable.

    Method 2 (Function)

    <img src="http://i49.tinypic.com/29aply8.jpg">

    Time is created using the Function object.

    Method 3. (Animation)

    <img src="http://i48.tinypic.com/10fs1fn.jpg">

    <img src="http://i49.tinypic.com/15f6ij9.jpg"><img src="http://i50.tinypic.com/aa7q6p.jpg">

    There is a sprite in the scene named �Controller� with animation, and time counts due to this animation (1 frame per second).

    All 3 methods are absolutely working. By default, the sprite has enabled Destroy on startup attribute, therefore it's destroyed after run the application.

    If you know more simple and correct methods of creation time in the game, please write them in this topic.

  • It's great when there are many different solutions of the one task. When you combine methods you have the impression that play the logical game. <img src="http://i987.photobucket.com/albums/ae352/constructgame/ed.gif">