QuaziGNRLnose's Forum Posts

  • iconoclasts & towerclimb

  • it'd be nice to have a feature for retro scaling, that just scales the final rendered texture, not the window, not the layers, just the final render, so things look the same on all displays.

  • the fact that c1 isnt "1.0" doesnt mean it isn't a full featured program, the devs just didn't feel they should slap a lazy 1.0 onto a program. you can easily make a complete game. lucid couldn't be more right with his post

    i personally use C1.

  • those aren't actually 3d boxes, they're made of distort maps, as are the shadows, i think you should get the same "static effect" with 3d boxes as long as you placed them on the z axis cleverly enough and rotated them.

    what exactly do you mean by depth effect?

  • i've had poutine at quite a few places, it's just not THAT good, i prefer GOOD fries alone.

  • thats what moving the right analog stick in an fps 50 years from now will feel like

  • poutine is gravy and cheese on fries, its incredibly overrated.

    tastes like overly salty soggy fries with gummy stuff in it.

  • but youll get the same problems and run into a 100 more making your own animation system.

  • its possible but highly complex, bone animation will probably be your best bet as a novice user, it gets extremely complicated if you try building your own animation engine like lucid is doing and has been for quite a while, or like i have tried in the past.

  • files on dropbox aren't tied to your hd, they shouldn't have been corrupted/lost if your drive failed.

  • i don't like using timedelta, it messes with my need for perfectionism.

  • I usually think of what i want the game to play like in a very very vague sense, then from whatever idea i had, i'd usually have visualized some vague ideas of what it looks like (it's impossible to imagine a game without some sort of graphics associated with it in your head, i doubt anyone visualizes an idea with mock-up square graphics). I build on that initial idea and slowly add to it, refine it, etc. till i'm happy with the result, which is usually never.

  • im not sure if you'd be able to set up a fast implementation, because if im not wrong you'd need to copy it to a canvas, copy the canvas image with the image manipulator, and then get pixel colour using the image manipulator, just to get one pixel colour. im pretty sure most AR software posterizes the feed to deal with a smaller colour space to run calculations on, and most of the work is done by the gpu, but with construct the loop would be really slow is what im guessing.

  • pyteo that is just gorgeous.

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  • key word is "free edition" in my post, if im right game maker's free edition doesn't have any of the 3d stuff. MMf2's 3d options are there, but when i used them they were extremely laggy and buggy, maybe its changed since they got hardware acceleration.

    kay thanks for the post DravenX. Sorry tom.

    first time i ever used the word troll against someone on the forum. do i have to remind you of what you did on your first account? something to do with insulting everyone in a different language and spamming the forums to start flame wars? nah sorry.

    What i meant with the 3D was to compare what can be done with code alone. I didn't say it was the best option, because unity is obviously there, its not even an argument. what i am saying is, since thumbs is created entirely with sprite objects and events (its pre-3dobject plugin, and has no "3d box"s), it shows just how far you can go with the basic object included with construct, and how fast the code can still execute, you can literally program anything if you put your mind to it, and it's a lot simpler imo in construct than anywhere else, while still being the fastest. Construct has the fastest engine of any program, and the strongest event editor as well is what it shows. Dravenx makes it seem like theres no construct games or projects out that show this when theres quite a few.