Steely's Forum Posts

  • Thanks again Prawnsushi

  • [quote:39tegabj] You can already... there are buttons on the ribbon and the ctrl+mousewheel shortcut that was in 0.x also works in C2! Why did you think it wasn't there? Did I forget to add a different shortcut?

    Oh I see lol, thats amazing, did not know that there where shortcuts in C0.x

    Thanks Ashley

  • Are there plans that we can zoom in and out in the layout editor? (C2), I really miss that function in C0.x

    Its really handy if you are working with large layouts.

  • [quote:3qjapq33] Also, Making a HD game without abstract graphics, if you're a one man team, is very, very hard. And finally, just because it's HD, it doesn't mean it will look good.

    Hi Davio, i'm aware of that to, what I have now looks verry good but it cost me a lot of time to create as well, but its worth to me, I want to have good looking graphics in my game, its just the way I like to play games and as many people. My animations are all 3d graphics and the other graphics I made with Artrage.

    I don't know how I managed it every time but most of the graphics to build my levels are just a few graphics but with transparancy, scaling etc. you can do a lot and I made only things that are really necessary. Most of the game is just nature, forest, rocky etc.

  • [quote:27o93jp2]There's no "minimal resolution". My game's resolution is 240x160, and then it's scaled up to fit any screen

    To Davioware: Thanks for the reply, In youre game it works verry good but I dont want to scale up to fit the screen because my art is not in retro style.

    My game art looks more like a 2.5D rpg. The backgrounds are build up out of 40 layers to create depth of field, plus that I dont use tiles to make my levels.

    Only thing how it wil work is if I can do the opposite, but my programming skills are to low.

    What I really want is to get the system info from the user so I can set automatic the right resolution and change the zoom level.

    That way it can look at every screen resolution good.

    [quote:27o93jp2] I'd say 1024x768 is a reasonable minimum, if you're wanting almost anyone to be able to play your game, but if you have the time, and the art ability, there's a major shortage of games that take advantage of high resolutions. Just be careful with the VRAM, without bones or some other clever distortion, it's difficult to maintain that size, and have decent animation at the same time, not just with construct, but any 2d engine

    To Lucid: Thanks for the reply, the game use only around 40mb of Vram now and only 10mb is used for the backgrounds at the moment but it shall be around 20mb later one for backgrounds and think around 50mb for animations so that is then around 70mb of Vram, thats not a problem I think for most systems.

  • Thanks Prawnsushi, its a nice .cap example to learn from.

  • Thanks Alspal, this is realy usefull to know

    I like to design my game in 1920x1080 but then its a pain to run it for 800x600 amd 1024x786, so dont know still what to do with it.

  • This is a simple but awesome solution because there is nothing else to solve this probely.

    Thanks Mipey it solve one of my big problems

  • Hi all,

    I was wondering what youre opinion is in what minimal resolution to setup a game this day's for a platformer.

    Is it okay to set minimal resolution and design for 1024x786 or has it be still 800x600 or pretty bad 640x480?

    And how to make the people happy that have HD screens?

    Its really a pain in the arse, all the options to make.

    My opinion is that a platformer has the best look in a HD screen, if its real HD or a 1024x786 with blak bars at top and bottom, it looks way better I think.

    But back to the question, what shall be the minimal resolution for a platformer in 2011?

    Thanks in advance for every reply.

  • Thanks Tulamide, did not think about to check to do it with events but it's not what I want.

    If you build levels in the layout editor you wanna see what you get, why its posible with sprites and not with tiled backgrounds that easy?

    Its a solution what you give here but if you dont see it right away when building a level in the layout editor......

    I dont see me change the rotation of a tiled background in the event sheet every time and jump back in the layout editor to see how it works out.

    But I just see it from my point of view, and maybe for others it works out, it all depends also what kinda game and levels you build I think.

    Don't take it negatieve, I appreciate youre help and I have learned from it, but I wish it was working the way I can use it at the moment

  • Have kinda same problem, most time if picture is a size of 1024x1024.

    When loaded picture is 128x128, 256x256, 512x512 error dont happen much but if the picture is not square it happens also a lot at a kinda random occasion.

    my video card = GeForce GTX 260 1.8 gigh ram

    windows 7 64 bit

    i7 CPU 8x 2.7ghz

    All my png's are square but this still random happens:

    http://dl.dropbox.com/u/16288442/bug_report.png

  • nice indeed that c0.x is not dead

    Thanks ROJOhound to keep C1 alive

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  • Shall be nice if there was a option to scale the tiled background, most png's you can scale 200% and it still looks verry good, you save a lot of Vram and a lot of work to fill your levels , at least in my case, now I have to copy a few hunderd sprites for each level at scale 150% to 250%

    while else I did the same with 50 tiled backgrounds

    Forgot to tell that it was nice if you can rotate it to.

    Hoply a good idea for C2, and..... nice to have in C1 as well

  • Don't know either why lot of people make a game with 8bit graphics, if its just for hobby I can understand it, or for learning purpose. My experience with gamedesign as a indie is the grapics, its hard and it take so much time to master. But I think that as a indie you need to master it, and it is not easy to push youre self to keep trying.

  • Cool artwork, same as Talbot, I like youre style and can't w8 to play youre demo.