retrodude's Forum Posts

  • You sparked my interest for 5 seconds about the screenshot method until I read this comment LOL

    Yeah I was being sarcastic with the screenshots, meaning if done with the canvas object, it'd be so slow it'd be like a slideshow ;p

    Well, the way I seen it done in Construct Classic was to take a sprite object and warp its vertices so it conforms to the perspective, so it looks like mode 7 ground. Pretty neat actually.

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  • To be honest I'm not to fond of downloading construct classic since I'm more use to C2 and I find it fun to use <img src="smileys/smiley5.gif" border="0" align="middle" />

    I have never actually used construct classic but I have seen screenshots in some topics relating to CC where people have created mode 7 so I assumed it was possible in C2.

    And I agree with you its a real pity :(

    You can do it with Construct Classic and there's actually a few nice demos with source in those forums. Pity we don't have displacement for sprites in C2 :/

  • Aww that's a darn shame <img src="smileys/smiley19.gif" border="0" align="middle" />

    I wonder if its something that we can request for C2.

    Also I'm not too sure I would want to use a bunch of screenshots but it does seem like a good idea. The purpose of mode 7 was to mathematically imitate 3D (more like 2.5D) whereas using a bunch of screenshots is like imitating 2.5D :(

    I would also like that rotation effect you see in some classic snes games using mode 7.

    I was wondering if you could show a video or post the game (it doesn't have to be a capx file) of what you mean by screenshots or how to manipulate screenshots to make a kinda fake mode 7

    Mode 7 wouldn't be possible because unlike construct classic we have no way to play with the sprite objects vertices. Could be done with Canvas object but it'd be so slow it wouldn't even be worth it. Screenshots of old mode 7 games would seem faster ;p

    Outrun method is definitely possible with the use of many sprites to represent each "rasterline" of the road but you'd have no rotation of the world like in mode 7 games. I've actually done something to this effect to mimic the Space Harrier floor which I could release but it's part of a bigger thing.. if there's enough interest, I could pull it out of my current project as a standalone piece.

    I wonder if the sprite plugin could be modified to give us access to the vertices.. I'll have a look at that over the weekend as it's something I could've done with recently.

  • I was either looking for a way to create something similar to the classic mario kart mode 7 for super nintendo or pilot wing mode 7 for super nintendo as well. But so far I haven't had any luck.

    Retrodude, let me ask you something: are you referring to the warping of images in perspective (as if you took a flat image and tilted it) or the scaling of objects in space to give a look of distance (think of the trees in outrun)?

    There are two totally different concepts. they're often used together, but are not the same thing.

  • Have you tried using solid invisible blocks to create a invisible barrier around each track? You can then set up custom movement or 8 directional, or even bullet. Car movement might be what you want for a train game though

    I did some experiments with the 8-directions behavior and works too (I wonder why use the bullet instead of 8-directions). The problem is that the player is not stuck to the rail and does not change direction smoothly in perpendicular movements. If I move the playe horizontally and pressed the UP / DOWN in the middle of the line, the sprite loses the path reference and doesn't move anymore.

    Sample: dl.dropbox.com/u/72651057/rail_test.capx

    Please some more ideas and suggestions.

    Thanks

  • That's the idea but no luck so far, unless I can find a way to simulate z-axis then I might get somewhere

    I would be interested in learning if this is possible, too.

    retrodude : Are you trying to mimic the SNES console feature?

  • I was wondering if anyone has found a way to do a mode 7 on C2, or some way to interact with a z-axis to create a similar affect?

    Or does anyone know the mathematical logic that they could share? Possible theories behind how mode 7 is created.

    I have tried to perspective transform an image through gimp but its not quite what I had expected. So I was wondering if anyone has done it yet in C2 and would be willing to share the logic or capx?

    I have seen it being done on construct classic.

  • That's a bit odd since it runs at 60 fps for me on google chrome and 57-66 fps on firefox. Are you using the same version of google chrome as them? The ones who were getting 120 fps, were they using a different version of chrome compared to ones who were getting 60 fps? Because you mentioned that some of them were getting 120 fps, so I am assume its only a couple who are having this problem?

    Here's a capx for example.

    http://dl.dropbox.com/u/27924504/test/index.html

    With Firefox and IE it runs 60 fps, and with Chrome it's 120.

    I think it's my local Chrome browser too, but I don't understand because I didn't change anything in the flags. I ask friends to test the game, some of them had 120 fps (so the game was fast / too difficult), some of them had 60 fps. :/

  • Couldn't you set the time scale in construct 2 from 1.0 to 0.8 to slow down the game?

  • WOW amazing, thanks alot mate

    Ah, brilliant. Thanks Silly oversight of mine :/

    I've added those changes and re-uploaded the capx. Still dl.dropbox.com/u/14522925/SpriteDrawing.capx.

  • There may be problems about having people splatter in blood after being road killed by a car. Maybe changing them to zombies would be more suitable.

    **I know it sounds ridiculous but I was watching a video yesterday about old classic games being cancelled due to the violence of "actual" people dieing within the game. One of the games was called carmaggedon and it revolved around a 2.5d track in which a dude was roadkilling a set of people. And yea... it got banned.. Because it was promoting reckless driving or something like that.

    Apparently its more appropriate to have zombies die then people..

    But then again I'm not to sure

    A video showing early animation of pedestrian sprites can be seen here:

    http://www.youtube.com/watch?v=R8N6ks2vifM

    This is a short clip showing 3 different pedestrian sprites walking around. At present the car doesn't collide with the sprites.Death animations are still to be developed as are the various sound effects.

  • I was wondering if its possible to create a character editor option for games using C2.

    By an editor I mean having an option in the game in which the standard character of the game is chosen. Then a paint option pops up and people can draw and erase parts of that character and draw their own character using that template. Something like a small paint option with 5-10 colours and an eraser option. Then when the persone draws on the character and saves, this then changes the pre-existing character to the newly edited one.

    Anyone have any ideas on how this might be possible?

  • I just don't see the point of using C2 on a smaller device such as a phone, maybe a tablet I guess, but on a phone its asking for quite a lot. I also don't think many low end devices could run an app of C2 while also prototyping a test game at the same time. I would rather prefer the developers work on solidifying the fps on games for android and ios rather then building an app of C2 which would probably have troubles running on most phones.

    But if you really want to use C2 from your phone then check out the app phone2pc or use Arima's suggestion. Both apps will remotely connect your phone to your laptops desktop using Wifi. Kind of like a desktop camera that can control all of your things on your desktop and it should allow you to both test and work with C2 without wasting too much power on your phone or without crash the device. I think. I haven't tested it out yet, but I may later.

  • Wow amazing job with the game, I especially love the artwork!

    Although, $8000 is kind of a stretch goal. But then again I think you may just receive the funding you deserve as the functions of the game are very well thought out.

    Also there's another forum page called "C2 Games on Kickstarter"

    I think you should link this page as a reply to that thread

    Here is my game <font color=BLUE>Luna Shattered Hearts</font>.   Luna is finally on <font color=GREEN>Kickstarter</font> starting today. If successful my kick it forward incentive is to purchase a C2 commercial licence for myself and 3 other people I think have potential. I will take suggestions in this thread, but not bribes. ;-P

    You can nominate your game or someone else's who might need one. I will take into account everyone's feedback in this thread but will also be scouring the arcade as well.

    It would be great if you pledged to my project but that will have no bearing on my decision. I will try to do what I feel is best for the community. Wish me luck guys... I am going to need it!

    http://www.kickstarter.com/projects/danielgill/luna-shattered-hearts-episode-1-0

  • Is there a way to destroy objects through collisions or overlapping with image points?

    For example:

    *If Object A's image point collides with objects B's image point

    *Destroy object B

    I did see a command line in the system setting and it looked like this:

    Sprite3.ImagePointX(imagepoint)

    I tryed using the string form of my imagepoint "destroy" but it doesn't seem to work. I then tryed the X-value of the imagepoint, and still no luck.

    What have I tryed so far:

    comparing image points between two both objects with the compare two values thing, but it didn't work, or I'm not sure how to use it

    Does anyone know how to properly compare two image points when one image point of an object overlaps another at its image point?

    IF it doesn't make sense then please tell and i'll try to be more clear