Vilehead's Forum Posts

  • the game would be okey if not for 3 things:

    -the path of all sounds effects is wrong and need to be manualy correctect

    -the blinking light when giving some nice atmosphear is also incredibly anoying and made me hit alt+f4 after couple of minutes because my eyes started to hurt

    -when player is being hit by bullets he is bumped a bit back. this is okey as far as he isnt in front of some solid object. if he gets bumped then he lands in areas normaly unacceseble (ive end up stuck in betwen walls)

  • Ahh... You know whats worst Newt?

    i know how to code all this... but with variables. for some reason i just cant, i dont know, "catch", "grab" the big picture when it comes to arrays.

    i know its a 3d rows that store date. but i just cant use them. I dont know what the hell is wrong with my brain. Ive checked the caps which had something to do with arrays, ive checked the wiki, ive propably digged up every possible topic arrays-related on this forums. and everything is fine when i look at it. but when it comes down to me actualy using it - my mind goes blank.

    You cant imagine how frustrating it is. it makes be literaly furious.

    i sweer if Construct would have a folders options for variables or some kind of variables explorer (like Excel sheets) i think i would use just them.

    But i heard doing all this with variables will also have an impact on the performence (we are talking dozens of variables here)

  • [quote:dhbsve18]As always the wiki is a good place to start.

    actualy it is the worst place for like anything. its misleading, outdated, full of holes or just writen in a language of aliens.

    advice for the future:

    first i use wiki, then i use search on forums, then i ask for help.

    as you can see i am at the 3rd base, so please assume i left first two already behind me.

    all of the newbies here with me on top - we need tutorials or tutors, not description of the wheel.

    sorry if i sound rude. i am just damn frustarted how handicapped the information flow is around Construct. propably the worst wiki i ever seen, messy forums where information are scatared all around like sand on desert, and a couple of people who actualy knows how this thing works.

    no wonder theres actualy just a hand full of games made with construct. visit any forum of that crappy, old, outdated, limited and buggy RPG Maker - you will be suprised that so many topics and posts can actualy be writen without melting the servers.

    okey rants off and back on topic:

    so how can i actualy save\load information in a external file and how to keep the players away from messing around with that file. and what do you mean by external editor? sorry but i just dont understand.

  • Maybe ill describe the idea first.

    In my game there is the space. And in space you sure can bump some solar systems.

    I have splited the "galaxy" view with "solar system" view. so when being at "galaxy" layout you bump a "solar system" object, which takes you to a new layout "solar system".

    in this layout the player can only see the star/sun and the planets and the rest. its separated from the rest. Now as space exploration goes theres a need for a lots of lots of solar systems more or less generated or hand designed. As far as my knowledge go theres only two solutions to this matter (aside from VRAM eating multi-layering)

    1. Make ONE layout PER Solar system (which is almost insane thinking of the numbers)

    2. Make ONE layout that will arrange himself by reading the informations.

    my problem is, when the 2nd options sounds most apealing - i dont know how to exectue it.

    basicly: player enters previously visited system - the solar system infromations(what objects, how many planets, where, how far away from the sun ect ect) are loaded. If player visits non-visted one the infor is randomly generated but STORED after this to avoide random generation each time he enters.

    this would be great but i dont know how i can do it. How can i write those information somehere after randomly generating and then load them back when player visits the same system.

    i know, i can as well just hand made all of them but... you know

    (PS: if anything is unsure for you please ask me. i know i have a hard time describing my problems. even in my native language)

  • [quote:2ycsaadz]The core can be optimised to render only the visible stuff or so.

    this would be great in Construct seing like most of the newbies such as myself are desperatly trying to use big images.

  • and well, this:

    [quote:1rjux65s]proximity preloading of graphics (load them when you get within range, they will be rendered when you get on-screen)

    is still a mystery for me.

  • dont know if you tried that already but you can just use "get distance" based events instead of LoS behaviour.

    as for the LoS not working - i dont know whats wrong.

    just my 2 newbie cents

  • this:

    [quote:1wj354i4]That and they have the moral memory of a goldfish.

    ad that

    [quote:1wj354i4]If Assange was chinese, the West would have called him a dissident and awarded him the Nobel Peace prize. The hypocrisy is astounding.

    all of them are just a bounch of bipolar self called Robin Hoods with splited personality.

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  • [quote:19shnzum]I know I once tried it in RPGVX where I inserted it as a parallax background.

    welcome to the club

    call two us persistant jerk but we just cant understand why we can dump like ANY size image into RPG Maker VX as parallelax(or w/e the correct name is) and itll be seen ingame without slightest performence hit.

    and yeah that perlin noise look nice but totaly not what i am looking for. such thing i would use with RPVX which had huge resolution and effects limits. ive switched to Construct because all those present days prosperities: high res, shaders, bumps ect and now i am supposed to leave it and go back to visiual '90s? no way.

    but yes, i will research that plugin as its quite interesting and perhaps - can be used for something else.

    also i think i need to do my own test on the methods and compare the outcomes.

    give me a day or two and ill check whats the real diffrences betwen the 3 most obvious methods (whole image;sliced-many diffrent objects;sliced-many same objects with diffrent frame)

    and ill repeat myself, as you guys are propably miles more oriented in technicals then i am.

    Why RPG Maker has no problem displaying any size images and Construct has?

    i mean, come on - RPVX is like lightyears behind Construct, but if it uses some nice method to load such images without problem - why not to implement/mimic it for Construct?

  • ...what have i started!?!

  • i will tatou Construct logo on my chest if you add this.

    its a real mess having few houndreds objects fit into that little bar

  • [quote:3qtvx0zh]This thread is getting interesting. How much more realistic can we make this?

    to the point when i will need to turn my desk lamp on and itll also cast shadows ingame

  • [quote:10v9ia4j]seamless layouts are made of reusable graphics that are repeated where needed

    as i said

    [quote:10v9ia4j]And its not a big deal if were talking about repeateble textures - for that theres Tiled Sprite obj - fine.

    i am already aware of that

    [quote:10v9ia4j]- big, huge, humongous drawn background? No problem, research parallax scrolling - move the background at very low rate, say 0.5%, and the background will move very slowly compared to the player on much, much bigger layout.

    but what if he wants to zoom? the pixels will hits he's face.

    I know how to simulate big layouts by playing with the speed and scrolling. The problem are maps which ive made beautiful in photoshop. Think: hand drawn or painting. theres no pattern there.

    [quote:10v9ia4j]- did I mention reusable graphics?

    yup =)

    [quote:10v9ia4j]- who needs background, anyway? paint it black and you have open space. Spawn some stars when in view. Voila.

    well for space its not that a big deal.

    BUT.

    look at this:

    <img src="http://imgsrc.hubblesite.org/hu/db/images/hs-2007-01-j-web.jpg">

    and then compare it to that:

    http://imgsrc.hubblesite.org/hu/db/imag ... es_jpg.jpg

    another note: the game takes place not only in space void. A huge part of the game, if not the main, is planetary exploration. and for that purpous i have created loads of preety planet maps such as this:

    http://img97.imageshack.us/img97/2548/texu.jpg

    [quote:10v9ia4j]- proximity preloading of graphics (load them when you get within range, they will be rendered when you get on-screen) - most seamless world games use this in combination with, guess what? Reusable graphics!

    hmm, that would actualy help? and by preloading you mean "visible"/"invisible" toggling? or dynamicly creating/destroying the slices objects?

    i know the best option would be to take all the parts ingame and arrange them with Construct as objects. But this option cant be used by me as i use 2nd party programs to render such images.

    for special effects i have very advanced and complex particles program, for terrain i have fractal based program. thats why i really cant deattach parts of the image like landmasses, islands ect

    another problem is: if i will use slicing method i will end with hell load of objects trashing my objects bar. to avoide this i would need to make one object with and make the parts of the image be a seperate frames inside this object. this way or another - lots of lots of ant's job.

    shame there is not such plugin that would "break" the object into smaller ones. or at least - some kind of folders in Construct object bar. with a complex layout it gets very messy in a very short time. being able to arrange them in folders would make it so much readble.

  • You know, i dont quit get it.

    i know its like the basics but i cant find a straight answear.

    In Construct, we are allowed to have a really big Layouts/Levels, but at the same time - we are discouraged to used big images as a backgrounds. Then whats the point?

    I am aware that there must be a proper method of doing big levels with big backgrounds, but how?

    If i have a big layout with huge image(s) the VRAM will choke like lungs-cancer. If i slice the images into smaler ones - then the performence impact will come from number of objects.

    I havent bumbed such issue with RPG Maker so i am asking.

    And its not a big deal if were talking about repeateble textures - for that theres Tiled Sprite obj - fine. but what if i have a beautiful, detailed, high resolution BG image - which i worked hard to create in PhotoShop. What then? How you manage with this issue?

    I am asking because the first thing that hit me in Construct was how big the layouts can be. and i thought - wow! finaly i will be able to use huge seamless areas, instead of spliting them into lots of small ones. I mean, come on - whats the use of a huge layouts if they have to remain empty for the sake of performence?

    I will be very greatful if you provide me with the method that my eyes and brain are missing.

    As always, i presume itll be very obvious. But still it slips my grasp.

  • [quote:3gnlnq9n]it is a shame that somebody who obviously has talent and skill prefers to re-invent the wheel instead of joining the scirra team to further push Construct

    my thoughts exactly.

    [quote:3gnlnq9n]I also have not found anything related to real-time image modification in Construct, GD provides some actions to modify Sprite's images at runtime ( See example "Destruction.gdg" ).

    this is what i am missing very badly in Construct. Canvas are really not enough for me.