rustbeard's Forum Posts

  • 15 posts
  • Lab Chirp is another free powerful sound effect generator with some really good options: http://labbed.net/software.php?id=labchirp

    Synfig Studio is a pretty cool free 2d animation tool: http://www.synfig.org/cms/

    FireAlpaca is another free art program: http://firealpaca.com/en

  • http://alternativeto.net/ can be a useful resource, you can either browse programs or search for a program by name and it will give you similar alternatives both free and commercial. each with a description containing a link back to the creators page and additional alternatives.

  • Thankyou

  • for prototyping games if you are using a cliche dynamic like "guy who jumps and climbs ladders and shoots things" or "guy who is supposed to be a plumber but doesn't ever seem to be doing any plumbing" or "monkey throws barrels" .etc .etc which there's nothing wrong with that in my opinion. but if you are using any of those sorts of dynamics or really even if you just need some placeholders, there is a massive library of sprites from existing games available.

    PLEASE NOTE, THE SPRITES ON THIS SITE WILL BE COPYRIGHT OF THEIR RESPECTIVE OWNERS, but they could be used in prototyping or even unreleased fan games if you are bored and just looking to learn.

    http://www.spriters-resource.com

    they have like everything from charcters to tilesets to sprite fonts so it can be very useful if you are trying to build an "engine" of any particular sort and need parts for prototyping it.

  • in the Scirra Store 2 of the tools i can vouch for.

    Spriter Pro is AMAZING for animation purposes, though drawing things in a modular sense is a bit strange at first.

    and The C2 Data Editor is remarkably useful for bringing in large amounts of data in an orderly fashion, and handles arrays quite well

  • Random Online Creativity Tools such as random Name Generators and such:

    http://fantasynamegenerators.com/

    https://donjon.bin.sh/

    http://www.seventhsanctum.com/

  • Problem Description

    this isn't major at all, and i apologize if this isn't quite following protocol

    I just purchased the personal license and suddenly on my account profile it went from saying i've been here like 30 some odd days to a whopping 287 days in a row. it gave me the corresponding reputation rewards, not that i care honestly care about the rewards ( other than finding the elusive princess lol ) , but I was unsure if perhaps it was a perk based on my purchase or a random error in the website, and felt i should possibly bring it to your attention

    Expected Result

    Honestly I don't much care if its fixed just bringing it to your attention, in case it is a matter of concern to you.

    Affected Browsers

      [?] Chrome: ? [X] FireFox: (YES [?] Internet Explorer: ?

    Operating System and Service Pack

    Windows Vista Preminum 64bit Service Pack 2

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • demo returned the following error:

    Server Error in '/' Application.

    Sequence contains more than one element

    Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code.

    Exception Details: System.InvalidOperationException: Sequence contains more than one element

    Source Error:

    The source code that generated this unhandled exception can only be shown when compiled in debug mode. To enable this, please follow one of the below steps, then request the URL:

    1. Add a "Debug=true" directive at the top of the file that generated the error. Example:

    <%@ Page Language="C#" Debug="true" %>

    or:

    2) Add the following section to the configuration file of your application:

    <configuration>

    <system.web>

    <compilation debug="true"/>

    </system.web>

    </configuration>

    Note that this second technique will cause all files within a given application to be compiled in debug mode. The first technique will cause only that particular file to be compiled in debug mode.

    Important: Running applications in debug mode does incur a memory/performance overhead. You should make sure that an application has debugging disabled before deploying into production scenario.

    Stack Trace:

    [InvalidOperationException: Sequence contains more than one element]

    System.Data.Linq.SqlClient.SqlProvider.Execute(Expression query, QueryInfo queryInfo, IObjectReaderFactory factory, Object[] parentArgs, Object[] userArgs, ICompiledSubQuery[] subQueries, Object lastResult) +4506

    System.Data.Linq.SqlClient.SqlProvider.ExecuteAll(Expression query, QueryInfo[] queryInfos, IObjectReaderFactory factory, Object[] userArguments, ICompiledSubQuery[] subQueries) +188

    System.Data.Linq.SqlClient.SqlProvider.System.Data.Linq.Provider.IProvider.Execute(Expression query) +500

    System.Data.Linq.Table`1.System.Linq.IQueryProvider.Execute(Expression expression) +50

    System.Linq.Queryable.SingleOrDefault(IQueryable`1 source, Expression`1 predicate) +490

    V1.Game.IncrementPlaysCount(String playToken) +2946

    Index.ProcessRequest(HttpContext context) +720

    System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +913

    System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +165

    Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.34280

  • Pixxel art:

    GrafX2 - http://pulkomandy.tk/projects/GrafX2

    mtPaint - http://mtpaint.sourceforge.net/

    3d art: not as likely to be useful to construct users but i figured id list it as well, someone may find a use for it

    Blender - https://www.blender.org/

  • Here are some Toolbox Suggestions for Various Aspects of game asset development

    All of these are free:

    Art Related

    Gimp - a powerful image editor available at: https://www.gimp.org/downloads/

    Krita - A Good paint program available at: https://krita.org/

    IrfanView - good for thumbnails, image preview, and a bunch of odds and ends

    available at: http://www.irfanview.com/

    Code and text Related

    Eclipse - powerful java editor available at: https://eclipse.org/ide/

    Notepad2 - syntax highlighting text editor available at: https://sourceforge.net/projects/notepad2/

    OpenOffice - like MSOffice but free available at: http://www.openoffice.org/download/

    Sound Related

    Online SFX generator (requires flash) available at: http://www.bfxr.net/

    LMMS - a Digital Audio Workstation available at: https://lmms.io/

    Audacity - a good audio utility available at: http://www.audacityteam.org/

    Free VST and VSTI plugins for use in a DAW (such as LMMS) at: http://www.vst4free.com/

    Additional vstis at: http://www.dskmusic.com/

    If anyone has any other suggestions please post em and please specify if they are free or pay for applications

  • thanks again everyone, the community here seems to be quite punctual when it comes to responses.

    and you all have given me the info i needed as to if the specfics were possible even if the scale isnt.

    which in retrospect that idea was a bit over kill and would likely be more enjoyable in more "bite sized" pieces

    so yeah its gonna need broken down a bit for sure, I've still got a long ways to go getting it from paper into the pipeline. thankfully there are a lot of good free programs to aid in this (Eclipse, Notepad2, Open Office, for coding) (Gimp2 and Irfanview for art) and (Audacity, Lmms, and a boatload of free vsti plugins for audio) and the ones available here at scirra are absolutely reasonably priced. (such as Construct2 itself and SpriterPro)

    I definitely feel as if this engine is gonna be useful

  • I think if lack of familiarity with c2 doesn't prove to be a hurdle for a plan to create a 'one of the largest games in the world' then the Windows encoded cap of approx 10,000 assets could prove to be a limiting factor (see here).

    The scope of the idea is massive. I have no idea how much experience you have with making games and how much time you want to spend on development so I can't tell you if it's realistic or not, this is also not what your asking ofcourse.

    scaffa - its intended to be a project over a long time frame as its pretty complex but its looking more to need broken down into smaller chunks given certain limits, glad to hear the specifics all sound feasible though aside from the realms of size which as id mentioned are probably a bit beyond the realms of current possibility without breaking windows

    Colludium - you just saved me from a nightmare.

    to all else - thanks for the feedback i think i will purchase the pro version, and ill probably produce this in episodes.

    given that factor i now have one more question

    if one were to release a game in episodes would it be possible to have saves exist in a state that could be recognized by multiple games. (as the rpg elements such as lvl, equipment, stats, and abilities would hopefully be able to remain static between sequential releases.)

  • its not so much unrealistic, i just wonder if the engine can handle the work load. specifically for a standalone deployment as opposed to embedding (which would be a nightmare given the size of the soundtrack let alone graphics)

  • will the pro version be capable of the following list of needs?

    Multiple Save / Character Slots

    Multiple Gameplay modes like

    StoryMode:

    A Very Large Game with an over world reminiscent of Super Mario World

    the world map is planned to be 101 Areas (screens with stage icons) large

    each with around a dozen or so stages. (so like 1,212 stages alot of which with their own music)

    The game play style changing dependent on stage icon

    [Normal Stages] a crossover between Megaman X Series, Super Metroid, Contra, Castlevania and Metal Slug types of gameplay, large areas to explore with multiple rooms, swarms of enemies, a bunch of abilities (like double jump, throwing things, uppercuts, dropkicks, dashing .etc .etc), and occasion item shops,

    `a semi-complex leveling / rpg like stat system (with damage formulas and essentially dice rolls when leveling)

    `a large inventory with scrolling and multiple pages (weapons, items, armors etc.)

    `animated displays of currently selected type of ammo or weapon in inventory

    `armor / equipment preview in inventory

    `loads of equipment with unique sprites (approx 1000 assets) and equipment enhancement (improving stats)

    `unique animations and effects for various types of ammo and thrown weapons (aprox 160 of them),

    `Aprox 900 enemy types each with their own ai (many simple, some complex)

    `Parallax FX like leaves blowing in the wind, or smoke occuring on a different layer blocking player view

    `Lighting Effects that apply to multiple layers in a different manner. like for instance coming in from a torch in the background producing a set diameter light there, a wider diameter in the main layer where the character is, and an odd light that just effects edges of certain foreground objects like plants that are infront of an otherwise 2d character

    `Pixel Shader for than matter ^

    `Full screen overlay effects like blurring and shaking when the character gets drunk, or a hazy overlay when a teargas grenade goes off to close to the player.

    `absurd amounts of breakable and/or interactive objects

    [Tank Stages] similar to "Iron Tank (Nes)" but with a tank selection screen (aprox 700 assets including enemies)

    `upgrade-able tanks (stats)

    `large areas

    `overhead view like "Zelda:LttP"

    `lots of enemies

    `lots of projectiles

    `lots of explosions

    [Plane Stages] similar to "Gradius (Snes)" and "Lifeforce" (Nes) (aprox 700 assets including enemies)

    `large auto-scrolling stages

    `lots of enemies

    `lots of projectiles

    `lots of explosions

    `multi-layer parallax scrolling

    Time attack:, all of that ^ that with a timer (that doesn't count cutscenes) and maybe a leaderboad

    Survival Mode: Large themed rooms with endless enemies, again maybe a leaderboard

    Challenge Mode: Unique Stages with specific conditions that make them difficult

    A Boss Rush Mode: all the bosses in a row

    and A Crawler Mode: where the stages are merely themes and the stages are made with procedural generation

    A Practice Mode: just a debug room honestly

    An Arena Mode: PvP

    I realize a lot of this is going to need coded in java such as the stat systems, so my question is basically will l break the system if I attempt to make a game with a million assets (exaggerated number, but really). and can it handle a large soundtrack, modular sprites, lighting fx, particle fx, and a lot of forced movement / dialog box cut scenes.

    and if it won't break the system, can it do so multiplayer (as in stand alone console deployment rather than like mmo)

  • you may want to make each slope as an art asset in an art program such as photoshop or gimp, and then build each like a room setting up the collisions and such on each, and then implement java or possibly a large series of events to perform "procedural generation" where it calls in the next frame (into memory) ahead of time and uses a random number generator to determine each (possibly with if then statements to prevent certain slopes from occurring after specific slopes if you wanna get complicated or run into issues with how they blend) otherwise your looking at a lot of math if you want to create an algorithm that actually graphs out each slope randomly and if you aren't careful with coding it you may end up with impossible slopes that break your game. there are some decent java game programming tutorials on youtube that may be of help if you are looking to go that route, instead of trying to manage with strictly events (which can probably be done, but in a lot more lines id imagine)

    anyhow i hope this was at least somewhat helpful in pointing you in the right direction.

  • 15 posts