Vilehead's Forum Posts

  • Hm, come to think of it, you could use 3D layout... randomly spawn some hundred stars at different Z-levels, then rapidly change view distance and blackout. Cheap trick. Try it in a new cap and see if you can work it in somehow... such as through layer inheritance.

    that can actualy work... thank you!

    ill try to out

  • Just fake it? There is no need to use big animations or even movie clip for the tunnel effect. Creative use of layer or object effects and particles can accomplish the same. Maybe even with sprite displacement.

    that is true but.. i use outside program to generate such animation effect... i wouldnt know where to even start in order to make Construct generate such animation by himself.

  • Sorry, but that's way, way, way, way.... way out of the realms of whats possible.

    What your describing is more like a cut scene, than an animation.

    actualy not lol its just the effect from Cockpit view when you open the space tunnel.

    and part of it is supposed to always play when you enter the cockpit while in tunnel.

    [quote:w4u0znev]No, it doesn't. What you are attempting to do is quite literally unreasonable.

    Game designers (both professionals and indies) often have to sacrifice quality in order to fit within technical limitations. What you need to do is redesign your animation so that it won't choke your average video card. If you continue to think that you must make your animation that big, and with that many frames, then you will get nowhere.

    Try to think of an alternate method, because what you're asking for simply can't be done the way you want to do it.

    excuse me but ive seen bazilions of games with bigger and smother animations then this and they used 1/10 of the ram i am using. so it is possible. my question is not "IF its possible" but "how".

    and its not me who make the rules of logic - if you are siting ina cockpit, and you open a semi-dimensional space tunnel its onlu obvious that you (being a pilot) should see the tunnel opening and filling your whole field of view. how i am suppose to redesign that? You can see some type of warping/hyperjumping in most FPP spacesims. damn, even grandpa of spacesims Elite had something similiar.

    its just a matter of technique used. I can imagine that this (the tunneling) can be setup much easier in 3d engine, but Construct is mostly 2d. so when i cant have 3d eviroment i can try to mimic it with images.

    ever heard of a game called Starscape?

    Subscribe to Construct videos now

    check from 0:50 (that particles flying from off screen to the center).

    damn how i am misssing a proper avi object plugin then i would just play the animation in the background instead of using Construct as slideshow.

    see the exe

    http://dl.dropbox.com/u/15566547/HS/tester.exe

  • i think i would be able to kill a human being if that would grant me your skills in .blender

    damn those suits models... how long you have been working with 3D modeling btw? I em - after 3 weeks of trying my luck with blender - even more dumber then at the beggining.

    thats why i use 3rd party program to build up 3D models from premade parts.

    anyway, thats just beautifull

  • hmmm, hi guys. i have read the whole topic and the one corresponding with the issue (VRAM & Pow 2 Textures) and i know that cutting images IF properly is good. but i have a problem...

    you see - i can image cuting the tiles of a static image.

    but what about animation? especialy a huge one.

    i am asking because here i have a very nice looking animation. but i also have two problems.

    first: it has 1521 x 435 resolution

    secund: it has 106 frames

    now how i am supposed two cut that, left alone arranging on screen...?

    this animation alone eats 200MB+ of VRAM, and he whole aplication eats 500MB+... quite huge numbers for a Layout with just 3 pictures, where 2 of them are static.

    and yes, it has to be that big, and yes it must have 106 frames.

  • http://dl.dropbox.com/u/7658043/fs4.cap

    Fixed a little problem that everyone overlooked,The Shadow is supposed to pass over the boxes Not underneath them.

    you sure have eyes for the details DravenX top quality as always

  • Last post by andla on Thu Sep 25, 2008 12:48 pm

    You've bumped like 3 topics that are over 2 years old. Please, dude.

    and whats actualy wrong with that as long as i contribute to the thread...?

    dont like - dont read.

    [quote:2tqbgeog]Now that's some quality typing you got going on there..

    first of - that was intensional. second - i never had english lessons and all my english language comes directly and ONLY from passive self-learning over internet and playing games.

    and just for the notice: instead of silly comentary you two could try and do something more constructive like contribute to the topic perhaps? like re-upload? like describe the issue?

  • funny fact: move your mouse around the screen like madman and see what the ship does when trying to follow the mouse cursor

    on topic: for 3D models i would point you to Google ScetchUp.

    its a dumbdown version of any 3d profesional modeling tool and its soo easy to use that even a baby can play with it.

  • this

    is

    EXACTLY

    what i needed. i would never though of using canvas this way. huge thumb up from me guys!

  • > one thing is missing. transperency.

    > shadows, when sun is low, not only grow longer - but also less visible. .

    >

    easily remedied:

    http://dl.dropbox.com/u/1013446/fs3.cap

    (drag and drop sun with mouse)

    now its perfect kudos

  • reupload plox. i wanna see also

  • heres the pic.

    i am using the newest Construct. i just started a new project. after couple of minutes when the autocave should kick in this is what poped out.

    the hell?

  • i see just a blank white screen when i launch this cap. using latest Constructor.

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  • wow, i would totaly need that for the FPP parts of my game. if i would know how to execute this that is

    still - awesome effect

  • one thing is missing. transperency.

    shadows, when sun is low, not only grow longer - but also less visible. in that last cap - try and drag the sun far away offscreen and see what happends.