Lost my Keys's Recent Forum Activity

  • Hi deadeye

    We really appreciate your help! After thinking about the whole thing again, we decided to change our concept a little bit. In the current version the soldier is attached to a gibbet that appears as soon as the three cannonballs are wasted. The gibbet, as well as the soldier fade in. When the soldier collides with a castle element, he fades out and a new soldier appears under the gibbet. Or at least, that's what it should do. When you take a short look at our project, you'll see that there is a problem: the soldier doesn't fade out correctly, only parts of it. And as a result of this, the new soldier doesn't get spawned. There must be some kind of logical issue in the event sheet "es_gameMechanics" - but we can't figure it out. Can you help us?

    http://www.oinobareion.at/files/undersiege.0.01.cap

    Tried your cap and it just comes up saying congratulations on to the next level, then quits. And part of the catapult thing is spinning around incredibly fast.

    Edit: Nevermind, fixed it.

    Errr.. redo it and use groups?

  • Kodu is aimed at kids. It looks cool, but the event system is definitely a lot simpler, a bit like Popfly's event system was. I think Construct is a viable development tool, whereas Kodu looks more like an educational/entertainment thing.

    A friends 5yr old daughter saw Kodu once, and said "Eiww, that's for babies!". Best review ever lol.

  • How do I post my .cap files so you guys can see where I suck lol

    You can attach them to your post in the upload section, or use dropbox to host them, and link back here.

  • Didn't say it couldn't be done. Said it would be slow.

    Quoting from *your* link:

    [quote:2kxqji1p]Framerate down to a 1/4 the usual though.

    yeah. That's slow.

    I'll give it a try tomorrow though, it's still interesting even if a bit impractical.

    I highly favor parallax mapping over raytracing. Parallax mapping has only a tiny penalty over dot3 I think. (not sure, tis been a long time since I read the paper)

    I'm still hoping for a construct usable parallax mapping effects shader, that would be great.

  • Wow, thanks a bunch, that seems like some pretty comprehensive help lol. Thanks guys. Though I seem to get a runtime error when I try to open your cap deadeye, I'm not sure what to do about that, I'm using the most current version of Construct so I imagine it's the "unstable" one I keep hearing about, would that be the problem?

    Yep, that'll be it, don't worry, the "unstable" 72 is fine to use.

  • > They don't have to be square

    >

    I'm pretty sure they do. If you don't want to waste space, that is.

    Nope, it's fine, but both the width and height do have to be pow2. If square textures were forced, then a long thin strip image would waste tons of space in a square but far far less when non-square. OpenGL and Direct3D have no problem with non-square textures.

    Just did a quick test in construct

    128x512 tiled background = 0.25mb VRAM

    512x512 tiled background = 1.00mb VRAM

    So works fine in construct too. So if that was what he was looking for, he should be ok with that.

  • They don't have to be square, just power of 2

    eg:

    256x256

    64x128

    8x8

    16x512

    etc. etc.

    Or are you wanting to slice them up? Or are you wanting none power of 2 textures (really bad idea). I don't really understand what you're asking. :\</p>

  • That's a good idea, the main reason I don't really want to change layouts is simply because I can't seem to get any of my events to carry over to the different layouts, I guess I'm just not doing it right, and I don't want to have to copy/paste every single game event into every layout I use, so I guess my question should've been, how do I get room layouts to use events from my main engine layout

    You can include an event list from another layout, that way anything in that event list will be available in any including it, and you only need to edit the single list to effect the others.

  • Why don't you want to change layouts?

    Anyway, you could do this with events easily enough if you don't want to change layouts, just change the settings for layer scrolling, and an event to move the player to the new area elsewhere in the layout. As for the flip screen style, could use invisible trigger sprites at the edges of the screen, so when the player passes over them, it triggers an event to move the display across X number of pixels or something along those lines.

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  • > Small exercise in getting used to Construct...

    >

    >

    Nice work! If that's just a little experiment to test out Construct then I'm definitely looking forward to your serious projects

    Agreed, that is awesome!!

  • that cap was using pygame library

    i guess i shoulda tried it with a reglar no extra library python cap, too

    but alas...'tis too late

    Well if you can catch me while I'm awake in chat, we can always try again, since I've still not (and likely never will) install python.

  • Policarpo. Yes, I've read his work before. Hard to forget that name.

    It's basically raytracing, just as slow. I mean slow like to give the latest cards a run for their money. Really.

    Hmm. You sure you're not looking at the wrong bit? The imposter part is designed to be less of a strain (replace objects with billboards to cut down on workload but keep the quality up).

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Lost my Keys

Member since 29 Nov, 2009

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