newt's Forum Posts

  • hi

    i see that a baby draggy has come out of an egg and want to search its mom in the castle

    and it can not fly very high. So it hase to search stairs also which are hidden deep in the castle.

    castle seem to be dark inside so it is afraid so need some one to help it.

  • Wuut no ninja's?

  • Probably whats really needed is an object made specifically for this.

    One way to reduce size is to make the animation where its not creating the same data every frame. Some animation types reuse data in places of the image where there is no change, IE if there is a pixel in the previous frame, and the current frame, don't erase the old one, and don't draw the new one.

    Not sure if that's even possible in Construct, same goes for collision detection.....

  • Well that's 3d tho. So his only options are to slice one image up, or to piecemeal several objects together, IE tree here, rock there, cloud up there, etc.

    That may actually be better in some cases, given you can use things like a gradient, or tiled background for larger portions that don't have a lot of detail.

    For instance if you wanted a starfield you would quickly run out of ram if you loaded a huge image, or cut up equivalent, but you could reduce that to a fraction if you just make the background a dark color and placed stars etc. as sprites. And that is essentially what 3d does.

  • You could also make them 1/4 the size (1/2 the width + 1/2 the height = 1/4 the size) and upscale them. That happens all the time in games.

    Wut?

    Like what games, care to name them?

    Im sorry but you cant scale a high rez image up and expect decent results. Regardless of interpolation type, there is data loss.

    http://en.wikipedia.org/wiki/Image_scaling

    Rule of thumb is you can scale an image down, and still have good results, but not up.

  • Use it like an always event like:

    On step bounce against sprite.

    Or use it to define how much movement there is. Like setting it up so that each step is x amount of pixels.

  • In keeping with my previous post I will remain positive about things.

    I am positive you cant prove me wrong, and I welcome you to try.

    Btw we are talking about Construct here, not the engine used in Diablo 2, that coincidentally used more than 4 directions, and did not use full color png's. So you can quadruple my estimation of frames used, and therefore v-ram as well.

  • Its just not possible to make an obvious statement around here is it.

    Ok well I'll try to keep my posts more positive from now on... if you'll promise not to complain when the "Hords" start posting bug reports on how their 30 meg caps filled with Reiners tilesets take up a hundred megs of v-ram, and take forever, and a day to load.

  • > I'm sure someone will do something eventually. But even with a plug it will require some serious commitment. Lets say you just want the minimum 4 directions with eight frames per animation, and animations for standing, moving, and attacking. That would be close to 96 frames... even for pre-rendering in 3d that's a lot of work, for just one character. Then when you think about something like Diablo 2, the amount of resources needed would be staggering, and probably be pushing ram to its limits.

    >

    Yeah cause those old 8bit computers sure had lots of memory to spare to fit all that isometric stuff in with their games 30 years ago... oh wait

    also, mirroring, done.

    :):)

    Ok go ahead and do your 8bit game with 3d rendered sprites... oh wait.

    All Im saying is you can't toss around the notion of an isometric game in 2d, like it was shake-n-bake. Sure the concepts are easy, but the implementation ... eh lets just say "One does not simply walk into Mordor".

  • I'm sure someone will do something eventually. But even with a plug it will require some serious commitment. Lets say you just want the minimum 4 directions with eight frames per animation, and animations for standing, moving, and attacking. That would be close to 96 frames... even for pre-rendering in 3d that's a lot of work, for just one character. Then when you think about something like Diablo 2, the amount of resources needed would be staggering, and probably be pushing ram to its limits.

  • As far as the collision mask goes, I would suggest a check box for either one frame of your choice, or have it make a mask for all frames.

    Any way yeah, just as Soldja said. Just seems like it would be a little cleaner to have an object/ behavior that does that for you instead of adding another sprite. Plus I think it would be a bit easier to use than the way collision masks are currently set up.

  • deadeye

    Seems the system isn't using each frames collision mask, its using a mask from a random frame, and not switching when the frame does.

    You know the bug where a sprite could sometimes fall through platforms as well as solids?

    This is probably the reason why.

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  • ControlState is either on or off, 1 or 0

    + System: MouseKeyboard.ControlState("Move Left", 1) Equal to 0

    ->do stuff

  • I tried replicating your results, but I actually got the opposite. Instead of adding 3 for each bullet it added 1 for 1... within the delay, but more than one collision during the delay messes the count. Seems like one is canceling out the other.

    Might try the timer behavior instead.

  • <img src="http://2.bp.blogspot.com/_M1X_sAaTRpY/Sjv_NRBXDWI/AAAAAAAAAQ0/bT0McfcuNUA/s400/Chocobo.jpg">

    Tweet! Tweet! Tweet!

    That's a Chocobo, so it should be more like Wark!.