megatronx's Recent Forum Activity

  • > How is it going?

    I decided to have some days off the project, it was really stressing me a bit. I might get back into working on it soon...

    And you? Did you figure out how to use Paster correctly?

    What was stressing you out about it?

    I know about many of the 3d plugin's and c2's quirks, so write if you get stuck, I might help you with finding ways around them.

    Yes I did. I also made events to convert image points from tiles inside sprite atlas, that I create quads and tris with, and also have added data to their names and pointers, in to arrays that hold the meshes, so I can tell those points represent quad or tri, so later I can go trough whole mesharray in one single loop. So also finishing events that deal with that, and that parse pointers in animation names, so that if I have several different tiles but they are using same mesh, I only store the mesh once, and point to it for other tiles. I guess I could have made things slightly simpler, but on the other hand, I can create a lot of unique meshes quickly with this system, inside the plugin itself, so I can implement per vertex lightening to the scene ( otherwise vert colour apply to all verts in the object ), and I can have super high performance since I'm only using single map object.

    And started implementing proper pre calculated lightening system, so already have normalised vectors and some of that stuff.

    But I'm also warned out, so once this part is done I'll take a break. But it's almost there. And once it is done, and I'll come back to it, the actual game dev begins and sky is the limit.

  • I tried doing what you said and now I am getting at maximum 20.000 collisions checks, I thinks this might be better :D

    Unfortunately, after a few new implementations I still got some issues with lagging. I will wait until the 'optimizing day' arrives again :)

    + I am trying to add a skybox. Everything went well, but is there a way to remove this white dots? It's a 'perfect' cube mesh, I don't thought I would get them, there is anyway to fix? (I will try using a sphere mesh later on and If I didn't work I will come back)

    And just a Chit-chat, What is a light that emits black light called?

    How is it going?

    It is quieter, a lot of the social aspect was taken out when DMs were removed and as discord gained popularity. Now you'll find a lot of people on the community discord server instead.

    I see. A bit of a shame thought. Forums are rather good as an archive, but also without adding posts to the forum search engines don't promote things like games. And it's always nice to get in to some conversations.

  • How I can make level like this:

    I tried to use mesh deformation

    https://www.dropbox.com/scl/fi/o156htkng7vacwkjs1b0y/Mesh.c3p

    The main difficulty is in making smooth transitions. O know about "lerp" expression, but I don't know how to apply this. Does anyone have any ideas how to create a level like on the first picture?

    Instead of lerp, use quarp or cubic. For quarp you need 3 points p1xy = loop-1 ,p2xy = loop ,p3xy = loop+1 , and for cubic 4 p1xy = loop-1 ,p2xy = loop ,p3xy = loop+1, p4xy = loop+2

    Also, could try this howtoconstructdemos.com/bend-a-sprite

  • This is the first trailer for Erdluitl, any feedback or suggestion is welcome.

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    9+Cool man. If you are asking for trailer suggestions and feedback, I think I'd put text 10% of the screen from the top, sliding in and out, using same crt effect. Would also use slightly easier to read font. Would also experiment with adding some effects to the font: gradient, shadow, outline, to make it stick out bit more.

    Next, some of the shots that are more static could be shorter.

    Would use a bit of vignetting to focus on what's important in the current shot.

    But overall it's cool, I like the music and the editing. Game has atmosphere, although as I said, you could refine the art style. For example the brownish ground colour seams a bit too saturated, maybe even a slightly different shade would be better, because it distracts from the characters and you want characters to be grabbing the attention first. With colour it's like this : the brighter or darker it gets, the more desaturated it becomes, exponentially.

    But looking at the trailer again, I think I know where the main issue lies: environment tiles are too sharp looking. You could either lower the contrast of the whole image. Or by making the outlines of shapes slightly brighter you will get smoother result. Or by adding a bit of blur to the background. But start with using the contrast FX and lower it in 10% increments. Once it feels smoother. Then you can add saturation fx to layout, or to your characters and increase that. Increasing saturation also increases contrast, but from slightly shifted colour values.

    Last thing you could add to your characters is drop shadow, or some sort of shading, to glue them better to the ground. Overall some lights would add a lot to the atmoshpere.

    As you see, because I wrote so much, your project does inspire. GL

  • I don't see any 3d. I just see a bunch of images stacked. They change color and scale to give the illusion of moving down a tunnel. There is also some parallax proportionate to the scale.

    For example with some crudely drawn edges:

    https://www.dropbox.com/scl/fi/8mn0fzzhhzrmslnkl6inf/pit_fall_effect.capx?rlkey=d7ydaka1j7mgr33vi7f1fr6tl

    The most novel problem is the collision detection which would require pixel collisions. It's not completely straightforward with Constructs features to do that, but it is possible to take the images, paste them into canvas, read the pixels, and store a collision mask into an array. Then you just would sample use the arrays when you run the game to see if the player hit a wall or if they had a near miss, etc...

    Or you could simply use Z sorting and do overlap with top image only, or move top image to another layer etc.

    Hi,

    To my concern I've been noticing not much action on the forums. I don't recollect ever it being so quiet as it is now. It used to be full of aspiring devs. Any thoughts?

  • Unfortunately I only use C2, but there's big overlap so if you are up for some advice email me at m.a.holowkoeeo@gmail.com.

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  • I think you can remove that plugin from capx , just need to open it in text editor.

  • Just posted a 40 minutes gameplay video for people to have a clear look at the core game. It is a small succesfull playthrough against one computer AI, that tried to assassinate me before being crushed by a last raid.

    Hope you'll like it.

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    I've played it, but after few minutes win11 shut the program and removed the exe!

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megatronx

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