MrMiller's Recent Forum Activity

  • YYG has chosen the wrong approach here. Keeping in mind that it's a product for indie gamers, the last thing you want to do is appear to be anti-indie success, regardless of the circumstances. It's bad for your image.

    The other problem is, at least I would think, is that if this was made with a YYG product, is their attack on it basically telling end users that they can't make their own creations do whatever they want them to do? If so, how can that stand up in court if the original granted license never prohibited it? The answer is, it can't. You can't retroactively attach new agreement guidelines that way just because you don't like what the agreeing party is doing. If you didn't put it in the agreement, you have no recourse other than kicking and screaming like a baby that wet its diaper.

    So they've basically allowed for it to happen by not preventing it in their own development, and now they think legal threats will stop it. They haven't thought this through. All this will do is make people go after it more. They don't know what they're getting themselves into, smh.

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  • I'll have to check out that scrolling text demo to see how it was done. I made scrolling text for text that repeats endlessly by just using the Bullet behavior, and then using the "Is outside layout" event and "System create object" action on that event. It works perfectly.

  • I voted no. No offense there, but I think you're losing the reader in a bunch of softwares using most of the time the seller's description. There are a bunch of terrain, particle and cg tools out there, so the real problem is : which one should I use ?

    Well, my opinion is hedge by the fact I've been using complete tools for some time now (photoshop, 3ds max or so), and I don't see the interest of having a bunch of softwares when a single program can handle about any task you need to do. It should still help others.

    Thanks for sharing.

    ^^ Mmmmkay.

    Another angle would be, that he's giving a lot of options so people can try for themselves what they find most useful and most effective for their situation. Not everyone has access to Photoshop and 3ds Max, nor do they have the funds or the desire to get it the alternative way...

    I think the only misstep was putting up a poll, perhaps just because I don't understand the reason for it other than maybe gauging interest to decide whether to do this sort of thing in the future. But I say, it shouldn't matter in terms of polls, members just need to share resources and information whenever they have something that can be used, and the more posts like that the better.

    ... I voted 'yes', by the way.

  • So, how'd this turn out?

  • Whether you like sounds and music embedded within the file or not is a matter of preference and necessity. I prefer MMF2's way of handling that myself, and dislike Construct's way, but that's about the only thing I like about MMF2.

    The problem with MMF2 for me is that, while I learned it well enough, I just feel like a number of things are made a bit more complicated than they need to be. The things I can do in Construct very easily required some more detail in MMF2 and it just seemed like overkill. I also hate MMF2's event system. It's hard to explain but it feels outdated to me. Construct's event system just reads better to me. The event setup in Construct is just straightforward, no nonsense, no BS, the way an event system should be.

    As for Gamemaker... I can't stand it.

    Construct is like the promising rookie who's having a great season so far. He makes mistakes along the way, but he plays well enough to stay on the field and help his team win. I truly believe that if things keep going upward as they are, Construct can be better than all of them when it's all said and done.

  • A bit off-topic... I don't know how this would work, but I wish we had a feature integrated with the forum where we can lasso events (or an entire block of events) and then copy and paste them into the forums as a picture. I've never liked seeing them typed out, the picture always communicates better to me because it's exact in every way.

    I find the pics to be so much more helpful than just text, but I think the current act of taking a screenshot, cutting the screenshot, and then uploading it to some site may be discouraging people from posting pics of event examples.

  • I'm having problems getting an AVI to loop, despite setting the repeat function..

    I can get it to loop by actually clicking the play button on the bottom control panel, but not via an event...

    also is it possible to :

    treat the AVI as a background (move objects over it?), right now it can't be Z ordered..

    and also get rid of the control bar at the bottom of the video?

    Thanks.

    I just searched and found a guy who figured out video looping. Here is the thread:

  • Forget about video unless someone writes a proper plugin. Importing the video frames as textures is just ridiculous, don't do it. Try to make your Cutscene with events, it's the most efficient way.

    "Ridiculous" is a totally inaccurate assessment without respect to context. The suggestion was made before I knew his video was a whopping 5 minutes long. Had I known that, I obviously wouldn't have suggested it. Context is key. After finding out that his video was 5 minutes long, I suggested re-creating his video with events...

    If you're dealing with something that's only seconds long, it works perfectly and is not much different in operation from the standard way larger sprites with a good number of frames are dealt with in Construct. I know, because I've done both, never had a problem, and it always ran smoothly.

  • first of all - sorry if i sound rude. thats not my goal or target.

    about the bulding avi on engine... i done that before. actualy, the intro was buuild up on RPVX engine. but you see, it took me over a week to set everything in order. i know it can do the exact same thing in Construct from the very first moment ive seen its structure. but it doesnt change the fact - why build a house when you already have one? in game developing i always aim at efficiency. to not waste time for needless work, when it can be done just as good but in shorter time. thats how i roll.

    for examples. i have literaly bazzilion of sprites and i can create any animated sprite of buldings, structures, any creatures, all kinds of vehicles(flying,swiming,driving, space) all of them being 3D renders converted into sprite sheets. and all that without a single "expirience point" in 3d modeling. ofcourse i can waste half a year learning .blender. but why would i when i can have everything i need without it?

    Thats not a show off, just describing how i see things. thats mostly because i had been working as a payed game designer in my past(just for less then 2 years but still) and my work-methods aims always for the best productivity.

    i am not interested in "making games", i am interested in "finishing games".

    my game, its story, skill tree, tech tree, upgrades, planets, systems, alien rases, ships, creatures, artifacts, skill system, expirience system, damage system, battle system, mining system, crafting tree - it is ALL already writen and solid. i have 60 pages long, writen with font size 12 huge Word file containing the whole game, described and planed from the base to the roof. i dont design the game "on road". i write the game on paper, then translate it on computer.

    my project is much more organised then it seems at first.

    and back to topic heh... i know how to make the movies INSIDE Construct. i can do that anytime. he thing i DONT know i how to make the Construct play movies. both will lead me to the same result - having working in game movies - but second will also reward me with new knowledge, when the first is just repeating what i know already.and message: Video is not available, decompressor "vids:IV50" could not be found.

    Outside of the examples you've been given and Draven's examples and suggestion to use Python, there are no other options. If you hate language programming or just don't have the time to learn it, then your only other option is to rebuild the intro in Construct.

  • i know how to break animation/movie into frames, but thank you anyway.

    Yes, I'm certain you did, but perhaps not in the context of Construct as I explained since you are new to it, hence my suggestion.

    my question is - are you aware how much space it takes? even with a "slideshowish" 1frame/second a 1 minutes long "movie" will need 60 frames. now get this: my intro is almost 5 minutes long and has been recorded and directed for 60FPS. now thats 300 seconds x 60 frames per one. thats 18 000 frames dude. 18k images. now add 48000freq 32 bit float audio and youll end up with blue ray-size video.

    even if i would make then jpg and kick all the needless parts thats still a massive weight. the lone intro would propable weigh more then the actual game.

    seriously, cut this for me http://www.viddler.com/explore/irbis/videos/1/

    and tell me how it came out. thats my intro

    As I stated before, space is project specific and so are the ways of cutting it and reducing space, so the only people who would be aware of how large something is going to be, are the people working on that specific project. There is no way I would've known how long your video is, so there was no way for me to make an estimate on space, only you would've known that.

    It obviously goes without saying that something as long as 5 minutes is a different situation.

    That said, looking at your video, it's long but it's not complicated at all. I was under the impression that it was a video with a ton of characters and action going on. But it's instead a lot of static shots that Construct can handle just fine, text over the top, some simple scrolling in some shots, and some light flashes with some music in the background. This can all be reproduced in Construct without the need for video, by using scrolling within each layout where scrolling applies, events to control text and movements, and the audio object.

  • [quote:3qyxmt9k]So what you do is make the extraction, resize the files to whatever size you want it to be in your game window, and then run the frames as an animation. It works flawlessly. Here is the software suite:

    Yes that will work but you wil end up with one big capfile.I tried this method and the cap was about 100 megs just for one intro.And not to mention the amount of vram it eats up.My 4GB card could hardly handle the intro nevermind the whole game.the video was a mere 320X240 resolution vid.

    That can be true, but a lot of that depends on several factors:

    1. The quality of the .jpg's themselves. This can be controlled/cut-down by the developer.

    2. The data in the .jpg, also dev-controlled.

    3. The number of frames used. This too can be controlled by the developer. For example, I took a video that was 150 megabytes and extracted only a certain number of frames, resized and degraded when necessary. The resulting sequence of frames came out to just 2 megabytes.

    Also consider that some people make larger games than the norm with 2D creators. My last project made it mandatory that there be lots of animations and therefore lots of animation frames. If one makes an FMV game or uses video in their game in general, they would expect to be making a bigger game than normal anyway, so the only time this could really become a game-killer is if the size were unexpected. The major objective here is for the developer to figure out how to reduce the size and still maintain a high-quality... it's the same challenge FMV game makers had back when they were still highly visible in the market.

  • I'd like to touch on #'s 1 and 2.

    1. I no longer use the AVI object, the timeline bar it has is a deal-breaker, and there probably won't be any upgrades to the object again. No problem however, because a guy sent me a pm about some free software that will perfectly extract every single frame of a video and export each frame as a .jpg file. So what you do is make the extraction, resize the files to whatever size you want it to be in your game window, and then run the frames as an animation. It works flawlessly. Here is the software suite:

    http://www.dvdvideosoft.com/free-dvd-video-software.htm

    With this, you'd easily be able to make FMV games, or use super high resolution animated video as your in-game background.

    2. I'm not 100% sure of the question, but I have a comment... I hope the Layout object continues to get attention in development. It's really useful, but the bugs did a bad number on my last project when I turned the .cap into an .exe. That was strange considering that it worked perfectly and never bugged as .cap.

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MrMiller

Member since 4 May, 2010

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