ssbfalcon's Forum Posts

  • ooh... That's awesome!

  • Heh, glad you like it so far... Don't worry, I'm planning some complex puzzles... They're just not ready yet...

    Yeah, I'm going to change the music... I really just plugged something random in, since when I made games in the past, I usually let the music define the way the level was designed and the direction of the artwork and such...

    All the graphics I made except for the background... I got lazy there... Even then, I have to find an image I can use that has a license I know I can use... (I lost the info on this image somehow... I think it was fine to use...) I was planning on either taking a picture for that, or drawing... We'll see...

  • Here's a quick sample of a game I'm working on in it.. inspired by my old flash game (yet to be finished...) The point though is to show off the concept, and not so much the game... But since something's playable...

    Features the physics engine and 3d box...

    Here, play it, have fun for the short, short time it lasts...(I cut out the new stuff I've been working on since that part was complete...)

    It uses shaders for some nice effects (removed one that made the grass look fuzzy due to it being extremely slow on 3d objects...) But it will turn off when not available and the goal is to make the game look great regardless...

    http://pnmhq.com/ssb/ballgame.rar

    Screenshots so far: (Linked because they stretched too much...)

    http://pnmhq.com/ssb/screen1.png

    http://pnmhq.com/ssb/screen2.png

    The main reason for the release was various people were having problems running it, most of them on Vista...

    One such error is error to load plugin 7.csx

    Anyway, the concept, well, experiment of this game is to have the game gradually build itself up as you play it. As you'll see, you start off with a black screen, gradually more stuff comes in, and as the game advances (this part will be tweaked as well), not only will the visuals advance, the abilities and control over your ball you'll have. At start (from the moment you start the game) you can only move left and right and have to use the environment to help you, but gradually, you'll be able to have more control over your ball, including having a jump and boost feature...

    So, comments? Criticism? Cookies?

  • I'll probably try my hand at it once I get Visual Studio installed this Friday, but a scrollbar plugin would be really nice...

    Mainly to simplify making a level editor...

  • All I did was add the mp3 as a resource, but once I found out that the resource feature isn't complete, I tried to remove it, but when I found I couldn't remove it, I kinda just ignored it...

  • For some reason, after I reformatted my machine, Running this just crashed once construct finishes building the runtime...

    http://ssbfalcon.googlepages.com/winter2.cap

    It just crashed...

    Using the latest Construct... I'm hoping it's not a corrupted .cap...

    If you do get it to work, can you save a separate copy and send it to me so I can determine if it is a problem with my Construct installation?

    Thanks

  • Just a bit of experience with community based team projects... I've seen many on other communities I've been (still am) a part of in the past, and most of them have failed... Whether they be made with Clickteam software, Gamemaker, 3d Gamestudio, or custom Visual Basic or C++ engines... They all had a few similarities in why they failed... (though some of the initial work was very impressive...)

    I see you seem to have one of the most important parts done... Having a clear plan of the entire project. That way, there's a clear goal in mind for all team members...

    Also, be sure to keep all members interested and make sure they feel like an important part of the project. Some valued their artists greatly over their programmers, Others ignored the musicians, who happened to be close friends with another member...

    Next, is the inevitable something drastic went wrong and we'll have to rewrite, scrap, etc a good portion of our work... That's painful, even for a solo project (I usually just use the scrap work as an easter egg in something else...). But even then, it's tough to keep morale up in those situations... Again, a good solid game plan from the beginning helps, but in the case that it may happen, make sure everyone really is aware that it may happen.

    And finally (at least, of the things that stand out to me...), Power in Simplicity. If it's your first project, you won't be able to make the next epic game. Not that it couldn't happen, but you'd be one of the lucky ones... Now, simplicity doesn't necessarily mean dumb the game down... no... Basically, you'll have to make cuts, and find out what you really need to make the game happen, vs what would be really awesome to have in the game... An overly complex project can lead to headaches when something goes wrong and you can't figure out why.

    A good suggestion would be to work on a small project as a team to see how well you work together, then get started on a big project...

    And as it's a Construct project... I'm curious as to whether we can get a community contest started to promote the release of Construct 1.0 once it's released... Prize? What better prize for an indie/hobbyist game maker than to have their project featured...

    Just throwing that idea out there... It would be nice to see the power of the "little guys" and what we can do when we have the tools to turn our ideas into reality...

  • I looked into python a long while back, but never bothered to learn it in depth since I didn't think I'd have anything useful to use it for...

    Guess I was wrong...

  • I found there are a few problems when you do things such as set mass and change height/width of an object with physics movement...

    When you set mass, the force of gravity and in fact, any forces you apply seem to decrease drastically...

    The way I'm doing the movement is by applying forces to make the object move, but I wanted the object to be able to get larger as you played... But I discovered that it doesn't work well at all...

    So, I decided, while that doesn't work, let's see if I can do some mass based gameplay then...

    Unfortunately, increasing or decreasing the mass cause different problems... Interestingly, you cannot get the new value of the mass via the object's actions...

    Here's a demo app of the problem with buttons to change parameters and a debug readout of what construct returns the mass as... Note what happens when the size of the ball is changed...

    http://ssbfalcon.googlepages.com/physicsProblem.cap

  • Definitely. Template sounds essentially the same.

    Though it may be argued that engines can be more complicated, but I guess the template section can be split into simple, and advanced.

  • From the looks of things, it appears that Construct seems to render effects even if the object is off screen.

    I noticed this when I added objects with effects applied to them. When I added more over the layout, things began to run quite slowly...

    Also, found another bug... If you activate an effect in the event sheet editor, it will try to activate it even if the proper pixel shader model isn't supported and Construct is set to deactivate the unsupported effects, the runtime crashes...

    Can be tested using both Construct's simulate shader feature, as well as forcing a certain shader model via the video driver...

  • Great Work! This release fixed many of the little things that were bugging me...

    And then I found another interesting bug... If you are on the last layout and have an event that says to go to next layout and use a transition it crashes...

    Also, is there a way to manually start the updater? It said it failed last time but didn't start again (at least I don't think it did...)

  • Here's an interesting feature request...

    Granted, it's probably not one of the most important ones, but can be a really nice addition...

    A camera plugin where you can have a box display another portion of the layout. Would be useful in say making a TV screen in the middle of a game level that displays an area later on...

    Or in fact, split screen gameplay...

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  • Unfortuantly, it doesn't work either... I found out that VC++ express doesn't come with MFC support as well as that's for the paid versions...

  • Figured out what the problem with this was...

    I'm sure you got an error about not finding atlstr.h as well...

    ATL isn't included with the Visual Studio Express editions Unfortunately, and only with the full Visual Studio...

    Which means I'll have to wait till I get back to school so I can get Visual Studio installed on my machine again to mess with the SDK... (I had to reformat a few weeks ago...)