QuaziGNRLnose's Forum Posts

  • im gonna tell you right now, its not easy, im pretty sure your WAYY better off doing it in a real 3D engine. i just did it to say, IT CAN BE DONE, but whoa it was hard. The models are made using custom event spawning code, they're not in any format, only my game can use them, the animation is really complicated to pull off, using beziers, nested loops, trig, and all kinds of stuff. Its all a big "trick" and you don't see whats really going on. The rotation and cameras alone are their own bag of worms. And wrapping textures using only distort maps is real tough

    This is made BEFORE the 3D object came out, theres not one of em in the game, actually theres no 3D boxes either, everything 3D are Sprite objects.

    I know that theres already an example of a Wolfenstein game on here, see what you can do with that.

  • Nope, not one, Nor any python, its all events

    and i'm afraid not D:

  • you saw it a while ago, its pretty much done now

    <img src="http://i298.photobucket.com/albums/mm245/QuaziGnrlNose/longscrn.png">

    http://forums.tigsource.com/index.php?topic=13619.0

    There ya go, a 3D game made in construct

    My entry for the Compo at TIGS.

  • well i certainly realise where the VOID in the title comes from

    cool, but try not to let it fall into the trope of being "So randomly generated its boring"

  • halo 3's ranking system does this, and it works well, but there are always going to be people who work around the system, quitting early, team killing excessively for many games to get negative rank etc, so that they can fight ONLY noobs.

  • pasting an object with the "erase" effect on them into the canvas will effectively erase that part of the canvas

  • Oh yeah, I just thought it was good practice to use it in any custom (or rather non-behaviour based) movement in Construct?

    well as i said, theres no bad about using either, only different advantages.

  • Oh and wouldn't something need to be scaled by delta time here?

    time delta isnt actually needed, its something you add for a desired reaction to lag and refresh rate independance.

    in this case id imagine you'd need to scale the rotation speed, and thats it.

    time delta makes your game "choppy" when it lags, instead of being "slow-mo", which can cause serious problems with collision detection, one reason i avoid using it. an advantage to using it though is that your game can be monitor independent if its using VSYNC, but really, you could just make your game have a fixed 60fps version and a vsync version for 60 Hertz screen users. i think its just as good a solution, seeing as most people have a 60 htz screen anyways.

  • reminds me of kirby quite a bit, not to mention the current music

    one thing i dislike is the power-up bar though, its EXTREMELY distracting, especially since the window is so "thin" height wise.

  • oh im sorry my mistake, i thought ID3 tag reading was part of Xaudio2, i had no idea there was an object on its own. disregard my previous post, my theory was mistaken.

  • hardware accel is a double edged sword

    it allows for mass transformation and modification of images with little slowdown, and many images to be rendered, aswell as putting much less load on the CPU, but super large images arent easily handled since it has to work with the GPU hardware.

    importing images in excess of even 2000+x2000+ wouldn't be a good idea in any case, since your limiting the amount of other stuff you can have, and it swallows up alot of rendering time. your also limiting the number of people who can play your game.

    Every rendering method has its own advantages, learn to use them as best you can. in this case, scaling "nebula textures" and placing many sprites instead of a large image would be faster and better.

  • JUST, TOO, BIGGGGG

    i think my laptops integrated card would die loading one texture.

    i do love the mantis sword swingyness though

    i had set out to make something similar with the whine engine, but alas i didn't have the determination to ever go far with that great job.

  • ahhh i missed these

  • just a hunch, add two xaudio2's and try loading the same file for each and doing the separate actions on a separate object, it might work.

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  • if your question is "can i make a game that works on facebook" the answer is no, because those are flash based.

    if your question is "can i make a game like the ones i see on facebook" the answer is yes, any 2D game developed in flash could and can be remade in construct, farmville being no exception.