UberLou's Forum Posts

  • I voted behaviors. I see a lot of people saying custom movement but as someone that's not as code oriented, I depend on the platform, fade, top down, bullet, etc behaviors. Construct is supposed to be aimed at the casual developer, right?

    edit: Maybe casual developer is not the right choice of words. Construct is aimed at beginners first, and secondly, powerful enough for advanced users. At least that's how it seems to me.

  • I think I'll push this out by auto-update... Any objections?

    I've been using this for a couple days, doesn't seem to be any new issues for me. I can finally change the program icon... Thanks for the update!

  • No objections to giving out the 3d files. I'd just rather give out a single file to make it easier to download. Here's a zip for now though.

    Download

  • Might want to take a look at Rojo's resource access plugin; you should be able to use it for what you're needing.

    Thanks for the tip, though I can't seem to get it to work with the 3d Object. I took down the demo for now.

  • Opps, sorry about that! Thanks for letting me know. I never tested on another computer so I just assumed the models were stored with the exe. Is there any way to embed the model files or do I have to distribute them separately?

    On a side note, I highly recommend editing Ashley's mesh tool a bit. I was able to turn it into an almost full-featured modeller.

    I completely forgot about the mesh tool. I only checked it out briefly when it was originally released. It seemed difficult to use. I'm not so great with programming so I doubt I can edit it...maybe ill take a look at it again though.

  • This is just an experiment that turned out cooler than I thought it would. I wanted to see how good I could get a 3d environment to look mixed with 2D sprites. It's still a WIP but I thought it's starting to show some potential. I still need to work on textures and make the area more detailed, but I'm happy with the way the lighting is coming along. I didn't really have a game design in mind, but it seems to be heading towards a top down Splinter Cell type game...maybe.

    <img src="http://www.louisferina.com/games/3DTDS01.jpg">

    Download Demo

    WASD: move

    Left mouse: shoot

    Shift: run

    Ctrl: Duck

    Update:

    I started making the AI which is pretty basic right now. It has an initial path it can follow, but if it hears something it will search the room it heard the noise in. If it sees you then loses sight, it will also search the room it last saw you in. If it doesn't find anything, it will return to it's initial path. It's a first pass but I'm happy with the progress.

    There's also a small graphical update. But nowhere near done.

  • Is there any dedicated site where I can view every episode? (Beside youtube I think)

    They also have it On Demand if you get that service.

    The tv show is based on the comic book if you're interested in checking that out too.

  • Not exactly sure what's happening. Is the 3D layering options checked in the layer properties? There's also an option in the project properties called 3D eye distance or something. Make sure that number isn't really low.

  • Yeah thats more if you you have a texture size that's like 32x64. Some graphics cards will pad the texture to make it 64x64. Using two 32x32 textures would save VRAM.

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  • Great write up on jumping! I remember reading some jump stats from both good and bad feeling games and how they compared. I'll do a search for it... maybe it was from that article you quoted?

    In the Variable Height Jumps section, should this:

    create an event in the Controls event sheet with the conditions "Player is jumping" and "Control is pressed", and add an action to set Player[Platform].VectorY to 0.

    be "Control is not pressed"?

  • This is probably a question for Davo. Is there a 3D format that saves the vertex colors of a model? And I guess more importantly, can Construct display vertex color information? I'm trying to do some fake lighting without using tons of textures and I've seen some engines support this as a cheap way to do light models.

    -Lou

  • Something like a container? Link

  • PART 2: CONTROLLING THE PLAYER

    Download tutorial file

    Changes from Part 1

    • Scaled collision box to better represent the player
    • Added enemy sprite to "character" event sheet
    • Press 1 to spawn a new enemy
    • Organization, made folders for each character
    • Moved the code to hide "solids" layer into the "system" event sheet

    New Player Variables:

    • hbSpawner: used to spawn a hit box when it reaches a certain time

    Global Variables:

    • hitPause: used for the hit pause effect when you successfully attack an enemy

    Layouts and Event Sheets

    • FXnStuff Layout: For...effects...and stuff
    • Enemy01 Event Sheet: This event sheet contains all of the enemy code
    • System Event Sheet: This sheet is for global game systems. Stuff like controlling particle effects, hitpause, camera shake, debug, etc.

    Hit Boxes

    When you press an attack button, you spawn a hit box. This is the thing that collides with the enemy's mask or collision box to register a hit. Hit boxes store attack data like damage (how much to subtract from enemy health) or force (how much x and y translation). When the hit box collides with the enemy, the hit box is destroyed to prevent hitting multiple times. If you want multiple hits just keep spawning hit boxes like in the punch3 code of the "player" event sheet (Line 41 and 42). The "dir" variable shows its usefulness here as I can use it to scale the hit box width in the negative direction if the player is facing left. Variable "hbSpawner" is used under the animation controls section to create the hit box. I don't usually like to put anything but animation specific code under here, but I made an exception for the hit box code. It just fit neatly in there.

    Hit Pause

    Hit pause is something most action games use to make attacks feel powerful. When an attack connects, there is a short pause in the game to freeze frame the action. The heavier the attack, the longer the pause. It also offers the player a split second to think about what they want to do next. Try longer hit pause timings for a more dramatic effect.

    Hit Effects

    I like to make my own particle effect systems in Construct for VRAM optimization and greater control. It's more optimized for VRAM because you can use one sprite for different systems. You also get more control because each particle is an object. All code for the particle effect is in the "system" event sheet.

    Again, if there are any questions or something needs to be explained more clearly please let me know and I'll update the post.

  • Sounds like you haven't set the Zoom X and Y rates to 0. You can find it in the layer properties of your HUD layer.

  • Just 2 additions. Not sure if these have been mentioned but just in case:

    • Option for no or 1 bit alpha channel. This would help save VRAM especially for HD games.