QuaziGNRLnose's Forum Posts

  • Mode 7 examples using a few simple events. for Help/Tech topic.

  • copy paste events/objects through projects etc. reusable codeeee

  • let people experiment, youll learn the necessary math concepts behind things doing it, and not everyone wants to make a completely 3D games. adding mode 7 type effects spices up your 2d games and in anycase isnt very complicated to do at all. getting collisions and graphics importing to work in 3d for a 2d game is much less intuitive than using construct, and construct wasnt "intended" for anything, its simply a tool to make things easier, and well to be frank i find writing about 7 events to do this is alot simpler than learning java, learning how to import 3d models and do uv mapping ect. its simple 3d, which construct is made for.

  • i made a mode 7 mariocart clone in construct, ill upload it tonight i have school now.

  • Where can I find the math that's being uses behind the system math expressions? I need to convert a few of them to work with my 3D coordinates system like distance between or w/e (those expressions that use xy only).

    And 5 point lerp would be nice for half circle math so I don't have to toy with 5 lerps together to make a simple half circle or w/e for my collisions.

    distance can work with any two dimensions, x,y x,z y,z etc.

    3D distance is just: sqrt(?X^2+?Y^2+?Z^2)

    angle(,,,,) doesnt need to be 3d.

    what excactly is half circle math, and why do you need beziers to draw one? sin&cos is much better suited, and infact its extremely faster work wise and power wise. what are you trying to do because i cant help but think your making things harder for yourself the way your going about things right now

  • yes but its not easy.

    its not gonna be *fake* itll be real 3d, but you need to understand the math behind 3d rotations and how to translate that into construct. so its possible yes, but its not very accessible as of yet since no plugins to make it easier exist.

  • it exists, its called custom movement, just give some arbitrary vertical accel and voila. u can specify anything.

  • nahh back flip goes to a user at the stencyl forums who was all kinds of intelligent.

  • i made a game based on my friends random ideas once, i forgot what he said but it had to do with cows backflipping, jesus, foam finger #1's, milk jets, laser vision, and TMNT.

    no need to mention, the game's full of damn win.

    http://dl.dropbox.com/u/1010927/HOLYCOW.exe

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  • That's true but I hope one day maybe in Construct 2 it will be able to create a 3D side scroller/platformer like Megaman X7/8, it's already possible using 3D box and using sprites within a 3D layer but it's very limited as of yet, I can see this as a possible future for Construct that 3D box could be improved and not forgotten, I am not saying to scrap 2D altogether tough but 3D isn't as bad as many people make it seem.

    the problem is general knowledge of math and such isnt enough for 3d programming. 3D isnt bad, its just very inacessible to most people because of the complicated math that comes with it inherently. not to mention collision detection, and angles are a whole other bag of worms in 3D.

  • construct really needs a way to handle big animations.

    i dont know exactly how construct does it now but i think it just dumps everything into vram and runs?

    i read a bit on this stuff and it looks like ever since 2d games existed, only background texture type stuff was loaded into VRAM, and then for animations, everything not needed isnt loaded, only the current animation frames needing to be drawn would be loaded into vram that game frame. so that would mean that vram usage isnt a problem unless the total amount of texture data needing to be rendered at a given frame would be really big. the problem most people are having is dealing with alot of frames, and no vram space to put it in, its rare that the total amount of texture data needing to rendered in one screen is too much for vram.

    does construct have an option to this right now, or is it already?

    what would be the advantage/disadvantage of this method.

    and do you think it would be a good idea to have it for frame heavy games?

    id like to see the devs' view on this and what the community thinks etc. discuss!

  • copy pasta

    <img src="http://images.encyclopediadramatica.com/images/6/6e/Copy-Pasta.jpg">

  • i made a plant growy thing while i was bored, its kind of amusing for a bit

    http://dl.dropbox.com/u/1010927/DLA%20grower.cap

    uses Diffusion-limited aggregation to grow.

    press space to start it

    space again to start over anew

    repeat ect.

    you can also draw a growing surface by clicking and dragging. it will be cleared when you press space twice.

  • yea my game seemed to have broken when i made a new layout using only the objects needed for the events, it turns out it was bad programming on my part, but the problem only seemed to appear on the second layout.

  • did you try using it as a layer effect on the foreground layer?

    NVM: i just looked at your cap