Arima's Recent Forum Activity

  • Unknown1111: You should try asking first before determining it's not possible, because both saving and loading are entirely possible! Just because someone's question went unanswered doesn't mean it can't be done!

    Dewaldt: Like Tokinsom said, try the array and ini objects. If you search the forums, there are multiple examples about.

  • Something that I want to do is have a lot of sprites on screen, yet work only with a small amount of them for a while. All the checking required for the unused objects wastes a lot of cpu time. It would be handy then if a selected object list could be saved and reloaded at a later time, skipping the need to recheck all the sprites each event each tick.

    I suppose a 'deactivate object' feature might be nice as well and serve a similar purpose. It would be similar to setting an object's collisions to none, except it would exclude it from picking (and therefore, as well as collisions in one action). After being deactivated, the instance would not be checked for anything unless preceded by a "object is deactivated" condition, which would temporarily reactivate checking all instances of that object type.

    Theoretically there could even be a second level of deactivation that would exclude the object from drawing, so construct wouldn't even need to update its position, making it require (almost?) no cpu cycles at all unless preceded by a "object is entirely deactivated" condition.

    Thoughts?

  • What if comments could be moved about and placed either as an event, condition or action?

  • Add a "for each itembox" condition to event 104.

  • i think in a similar way, its always good to make things better, to make as much as new interesting features and all that. truth is the game scene has been holded back for years now, so they can sell more and more games with one new feature.

    look just dont let the haters get ya, alot of ignorant losers out there will tell you that you will fail or you wont make any money, or you have to go study for years in some univercity, just show the loosers that they are loosers

    There's no need for that. Calling people who might have some genuine experience and useful knowledge haters and losers is not only rude, it's bad advice. Please refrain from using insults, they're not necessary and they don't help anyone.

  • Don't expect people to respond immediately to your posts. Wait a while. People have things to do. It certainly doesn't mean anyone's jealous of you because they're not checking the forums every five minutes.

    I know that people at a multiplay like:World off Warcraft, people can spend years, also I know that there was never a singleplay world where you can spend so much time, but ever wondered when there is a singleplay game that can offer even 10 times bigger gameworld and gameplay as a mmorg like WOW?

    Daggerfall might have managed it. From Wikipedia: "Bethesda claims that the scale of the game is equal to twice the size of Great Britain:[2] around 487,000 square kilometers. The game world features over 15,000 towns, cities, villages, and dungeons for the player's character to explore." "In Daggerfall, there are 750,000+ non-player characters..."

    They're randomly generated, though, which means thousands upon thousands of generic uninteresting locations and NPCs that the player probably won't interact with, visit or care about. Remember quality versus quantity.

    At the moment I want to make a: RPG,Adventure,Building,Crafting and online trade in one game and each world can be between 4 hours till 80+ hours large.

    I like youre opnion to know if this is a greath idea to make or not.

    I understand your enthusiasm, but I think it's important for you to understand that making an RPG is quite a complex task and a mountain of work. It's quite probably the most difficult and time consuming type of game to make. Not to mention games are always more complex than you expect them to be. Start small. Leave yourself a lot of wiggle room for if it takes longer than you think it will, since it will take longer than you think it will.

    Don't make your dream game first. Create something smaller and fun for practice. You'll learn a ton which will make your dream game better when you make it.

    You claim to have quit your job to work on this game from the introduction thread, but I think you need to realize that game creation is deceptively difficult and time-consuming. The act of actually completing a game is a tremendous amount of work, far, far more than it seems like it will be at first.

    So no, I don't think it's a good idea to start with that game. Once you've learned a lot about the process, perhaps, but even then that's a lot for one person to try to make. But for starters, no way. And don't try to compete with blizzard when it comes to content. Simply don't. Blizzard has probably thousands of employees working on WoW and millions of dollars to throw at its development. You're only setting yourself up for disappointment. Don't delude yourself. Even if you are able to create something great, you simply cannot compete with an operation of that scale and magnitude.

    As the saying goes, you can have it done quickly, done well, or done cheaply. At best, you get two of the three. If you have no money to throw at the project, then you might only get one.

    This post isn't meant to crush your dreams. It simply meant to help you realize that you might be trying to do too much by not realizing it's more than you can manage. Scale it back, make it smaller and if you have time when you're done you can add in some side quests or something.

    And please don't disregard what I've said. This advice comes from many, many developers who have tried it already, and they pretty much all say the same things. That said, go make an awesome game - but make it a smaller one!

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  • And even then, it would be quickly on to a 3D engine if the game isn't 2D.

    Uh, yeah... that's basically what I said. I still think you're misunderstanding me. :/

    What I think this boils down to is when I said "AAA studios use them for prototypes as well" I think you think I was saying that this practice was used commonly for a large percentage of AAA games. That was not what I meant, and I apologize for that. What I meant was "AAA studios have been known to use them at times for prototypes as well." I don't know how often, but I have heard about it happening. I've edited my post for clarity.

    I actually thought that post was a bit misworded and was trying to edit it but my internet was cutting out and wouldn't let me. By the time I got back online, you had already posted. :/

  • I think you're misunderstanding what I meant. I said prototypes. Like for quickly checking if a gameplay idea for a new game is fun, because often it's hard to tell until you're actually playing the thing. I didn't mean they'd use them for development of the actual game.

    I'm not kidding, pro devs at AAA studios have said that they have used tools like MMF for prototypes. They understand how its often quicker to get something up and running with these tools then it is to program it for scratch.

  • Actually, not only do casual game developers use them at times for their games, AAA studios have been known to use them at times for prototypes as well!

    Edit: Edited in the bold parts for clarity. I don't know how often they're used.

  • The reason those old 2d games could have huge prerendered backgrounds is because they're software rendered. That means they were storing those images in system ram, which even at that point computers had hundreds of megs worth of - easily enough to store those images. There are some integrated graphics cards out there that use system ram as VRAM, doing essentially the same thing.

    Construct CAN do the same as long as a card has enough vram (and the image should be split up into 1024 square tiles just in case a card doesn't support higher). However, the more you use, the less people will be able to play it due to legacy cards out there not having as much vram.

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  • With C0.x, no. With C2, not currently, tho Aeal is working on an experiment to get a (curently very, very basic) game onto XB360:

    Basically you'd have to write your own exporter or convert the .caproj file somehow. It's not a minor task, but it is possible with C2!

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