QuaziGNRLnose's Recent Forum Activity

  • Don't be fooled by everyone comparing GML in gamemaker to python in construct, they're completely different things, and ill tell you why.

    GML is in the form of a written language, and has syntax, because of that people are quick to act as if its a real language, with the real power of a language and... its not. The power you can get out of GML is the same as what you can get out of construct events, in fact for the machine its doing the same thing to go through construct events as its doing to go through GML scripts, which only means the stuff is harder to edit, read and overall use compared to construct. Events are the same as using GML and making calls, except you dont need to write individual little things and have to worry about syntax errors in the sheet, and you dont need to memorize every single call/action/condition for every object, theres an easy to use list. Plugins or ".dll"s which game maker uses are the exact same thing in use as a plugin in construct would be through events, it has actions, conditions, expressions, etc that you can use through "scripting" (events).

    So basically, construct events are usable in the same way as GML script, except in an easier way. I would even go so far as to say their BETTER because they seem to run much faster and better than any Game Maker stuff I've seen, which is overall generally laggy and glitchy.

    So: in a construct comparison: GML<Events, "Game Maker DnD"= shit, Python= actual programming language where you can use REAL libraries that run using REAL script, but entirely unnecessary for most users even advanced users unless you really need something thats not possible using events.

    MMF is a good program, but construct is a lot better, and its free.

  • I'm sorry your saddened and confused about why we haven't formed an emergency "help irbris get FMV's in his game" research and development group, but i can assure you the punctual members of this forum are working on that as i speak. Aquiring property rights on our island and setting up a proper "NOT FOR PROFIT" organisation is proving slightly more difficult than previously thought. We don't know why yet but our experts can't seem to find any funding. If you could please help us in our charitable cause by making a donation of 5,000,000$ and passing it through an escrow service to our anonymous Cayman Islands account that would be great! I'm sorry for the inconvenience, these things don't normally happen but its difficult to set up proper communication channels and relay messages when your only access to the outside world is once every week by seaplane, and you're getting an internet signal from a jerry rigged coconut satellite dish.

    honestly jokes aside, theres no way to do this yet, and it's not all that wanted compared to other more important features.

  • DKC2 Diddy Kong's Quest.

    all the music in that game is just wonderful

    not the most "retro" but still really great.

  • law of reflection states that:

    the incident angle from the normal equals the reflected angle from the normal.

    for perfectly elastic reflections (bounces) your going to need to find the normal of the surface at the point the ball hits. then your going to need to find the angle the ball hit that surface from relative to the normal, and your going to want to change the angle so that its that amount from the normal opposite from where it hit.

    you should look into using the custom movement behavior, im not entirely sure but i think theres an easy way to do all this using it.

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  • no, it's "the developers don't have time to, and making it work would require a major rewrite of everything."

  • its not "messed up", thats just the way it works, 4 offset copies of the main object

    if you want thick outlines without that "multiple copies" look through an effect, your only way around it is going to be adding multiple outline effects with a low thickness one after the other.

  • >

    > > The minimal reasolution is 1280/1024.

    > >

    >

    > Setting such a minimal resolution is just going to limit your potential audience

    >

    but the graphics quality is improving.

    sorry to say but thats just a really weak argument.

    make your games at a smaller resolution or give an option to change it.

  • not sure if it was a bug but a while back i remember rotating a box object has the same kind of problem as bounding box collisions, using it might not fix this problem.

  • http://freespace.virgin.net/hugo.elias/ ... pendul.htm

    you should use real "pendulum physics", it'll look a lot cooler, that page has a great simple method to implement it.

  • your argument against abstraction is ridiculous, those sprites in earthworm Jim were already meant to be representing something more than what the available pixels could, they were traced over real drawings and paintings to try and emulate them. Also on the topic of the new EW vs the Old, i hope you do notice that the log and tires are extremely ugly in the new version, while the visual roughness in the retro one makes them look much nicer. Your scaled down high colour image means absolutely nothing in the context of the argument. We're not talking about lowres trying to be highres vs highres itself here, we're talking about retro graphics vs HD, and how the ambiguity of a retro graphic leaves lots for the mind to interpret.

    I'm talking about 8x8-16x16 graphics, small stuff where 10-100 pixels can be an entire character, anything bigger than 16x16 isn't going to be really "retro", its just low-res, and even then using a small graphic isn't lazy, i find when games are high-res it can be just as ugly or uglier, especially when the art is badly done/designed and the large size leaves nothing to hide, plus animation just looks terrible at a large scale unless you have a giant team working on graphics, or its damn good paper-doll style animation.

    Anyways back on topic, how can you tell me that having retro sprites and graphics doesn't have mental interpretation, when a one to a few PIXELs represents an eye, rather than an eye simply being an "eye" plain as day. When your drawing a curved surface or a sharp edge, in low res, you need to imagine what the mind would see very vague contrasting areas of colour and edge shape, while in a high res image everything is what everything is, and no matter how hard someone tries its easy to see that space suit as a space suit with folds here and there and everywhere. On the note of lighting, HD graphics can't look more "real" because lighting is baked into graphics low or high res, and with complex realistic graphics baked lighting doesn't leave much open to interpretation and can look damn weird when things are lit differently even in the slightest way. Having a character turn around in low res doesn't leave much visual "pop" while in HD its pretty damn clear someone just did a 180 in no time at all, and having a turnaround animation is never a good idea as it interrupts control.

    Having retro graphics makes you focus on stuff differently, and because of that, it 100% is a stylistic choice, the fact that low res is easier to do is just a bonus added to an already strong style that can stand on its own.

  • no

    events should be more than adequate.

  • it takes A LOT more work. and 2d is not dead at all. theres nothing wrong with low res graphics, people dont use them for nostalgia, they use them because theyre ambiguous and easy to draw. making a low res sprite takes a few seconds, making a 3d model with good textures takes a day of work. Also, ambiguous graphics work in much the same way as an abstract messy brushed painting, your mind fills in the details.

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QuaziGNRLnose

Member since 2 Aug, 2008

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