Zotged's Forum Posts

  • Look into NSIS

  • I read somewhere that Konjak tried getting one of his games on there, but they didn't go for it simply because it was made with MMF2. So, um. Nevermind :)

    Isn't Nifflas' Saira made with MMF2 too? I've been under that assumption. Then again he has recognition but so does Konjak so that doesn't make much sense to me. I've crawled through the Steam developer documentation and remember reading that one shouldn't primarily aim to use Steam as a release platform if one isn't able to meet a bunch of standards and API integrations on the application itself.

    To me it seemed like integrating a lot of the required code would need you to be able to control the compilation of the executable to an extend that sounds like a lot of trouble to do with a piece of software like MMF2.

    and thats pretty racist if you ask me, what if a game is made with an instrument? when the game is great and competitve with other indie games?

    Hardly racist. It's easy to think that an indie developer wouldn't have the resources to provide localisation and support to meet the platform standards. It's not like you can just throw Valve an exe and expect to see the money flow.

  • <img src="http://dl.dropbox.com/u/326175/elev1.jpg">

    It's uh... turning out to be an elevator sort of thing. No worries, it doesn't bloom like that all the time, I just found that it was probably the most presentable moment to take a screenshot.

    Not set to Japan. I haven't worked on all of the textures just yet.

    Don't ask, I probably have no idea, it's not related to anything really, I just ended up working on it instead of going to the gym. 8D

    Edit: got bored working on it at least for now, have this http://dl.dropbox.com/u/326175/skyelev1.exe

  • <img src="http://dl.dropbox.com/u/326175/110326seview.png">

    Trying to get my stuff together and make some progress on this project. I'm just constantly getting stuck playing with the skybox and ending up doing very little.

    �\ �-' /�

  • If you use single sprites as your mountain pillars instead of a composed background you can in fact use far LESS vram and create a layered background. Steam hardware survey gives one viewpoint to what your total vram usage should probably be at worst. I prefer to leave half of the available vram to the OS and give the other half to the game. I have 128mb vram myself and my projects typically fall somewhere between 50 and 60mb of vram. A lot of people use integrated gpu solutions too which can reduce the available vram to almost ridiculously small amounts.

    Figuring out the powers of two helps you reduce the memory load a lot. Shaders tend to eat vram too so it might be a clever idea to avoid too excessive use. Using a lot of layers doesn't necessarily mean that you're using a lot of resources, they just help you organize the render wall better. Using multiple layer effects will quickly turn it into a resource hog though.

    Edit: fixed a typo

  • because for some reason i cant get it to work :lol:

    Sounds like you might have to look into TimeDelta to me.

    Edit: removed quotehell

  • one is still left unasweared

    [quote:3kkrgohi]how to make the game detect if the file was altered?

    The most straightforward way would be to retrieve a checksum, like CRC32, store it and compare it every time the game runs.

  • I don't think there's sense in stretching the canvas especially with very small textures, the graphics card does that automagically anyway, but when you're approaching, say, 256x 512x or 1024x I recommend to try and make them fit in or under those dimensions.

  • [...]The biggest and max size that I have is around 1068 pixels wide. I do this so that my game would look good on different resolutions.[...]

    Just to point out: you should always try to work with textures with dimensions on the powers of two. If a texture isn't in these dimensions its dimensions will be stretched to the next power of two. Graphics wise it doesn't make any difference since it's just how graphics cards handle textures but if not applied correctly textures will end up taking enormous amounts of video ram with no gain.

    A 1068x texture will stretch up to 2048x2048 which is 16mb worth of vram. If you can fit your texture in a size of 1024x instead it'd instantly be cut down to "just" 4mb.

    Not that it really has much to do with the thread though. I've never had any problems importing any kind of graphics.

    Edit: fixed a typo

  • Shall I finished my epic project on paper and so some artwork to go with it and then look for a company that would make it?

    Will never happen.

  • Are you sure you've exported/saved the model with proper UV mapping?

  • Will there actually be a version for LINUX?

    There's a good chance that Construct 2 compiles in Linux as well as a handful of other platforms. It's OpenGL based and designed with this in mind after all.

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  • Layer folders similar to those of Photoshop. Would make layer management a breeze.

  • Are you sure you haven't ticked the 'Center view on me' box on any of the objects in its properties' attributes?

  • I've always wanted to make a shmup/bullethell crossover so I started making one last Tuesday. I wanted to finish this before my military service, which starts on Monday, but I kept myself too busy with alcohol so I'm just giving the prototype source away instead.

    http://planar-studios.com/files/example/shmup1.zip

    Zip is around 72mb, I included all the music files and a compiled exe too. Music is made by umbriel rising, http://www.jamendo.com/en/album/3761

    WASD moves, mouse aims, shift focuses (slows movement down for enhanced accuracy). Don't worry, you can't die. Once you get to level 15 you'll have a bossfight (which isn't there). The code is ugly and unpolished but it might make a fun half-an-hour game if you put some effort to it. I also forgot to pack in scanlines.fx and whatever else it was that I forgot but at least the exe should run just fine.

    The dialog is rearranged lines of a 40's film noir movie Scarlet Street, http://www.archive.org/details/ScarletStreet

    The gameplay is essentially ported from Daiz's floodshooter, http://dl.dropbox.com/u/326175/floodshooter100519.zip

    Someone go finish it, it's quite likely that I won't. Call the game "17FPS", quotation marks optional. All of our other projects are kinda stalled too, lol.

    You'll get a video of an old build though

    http://planar-studios.com/bin/sneakpeek1.mp4