Cloud_GL's Recent Forum Activity

  • I haven't checked Tokimson solution, but in this thread I've been also playing around with Megaman X gameplay:

    Hope it helps.

  • Mmmm... maybe the image editor? At least in my case I prefer to use the gimp or others to paint or draw... mmm... but then how to make control points and those things?... mmm...

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  • There are plenty 3D engines out there, go use them instead, Construct is a 2D engine where 3D should be only decorative.

  • I think with multi-platform support and stability would be enough.

    And an option for tile based background editor like 'Tiled' or RPG Maker

  • Hi Carlos, yeah I actually saw it (actually that got me serious about Construct and made me want to try it too), but I thought that you wanted your code to make games for you and your friends or you were waiting to have it finished before releasing it, that's why I preferred to not bother you.

    That will be cool, but I just started my new trimester so I'm gonna go a bit slow on progress, after all I have to start thinking on my degree project too =____=.

  • I don't know about construct, but for a reference on the amount of polygon in the screen for good realtime performance are VERY low compared to the amount of polygon for rendered movies, for example:

    -On Nintendo 64 and playstation 1, polygon count were around 100.000 triangles for background,

    characters, 2D elements, etc. (a cube has 6 squares=12 triangles). A character used at max around 1.000 polygons.

    -PS2, Gamecube, Xbox 1 worked with around 20 million triangles on everything. (Note that this already incredible amount of triangles are only statical graphics, so whenever animation+interaction+ physics kicked in, this dropped A LOT, I play with Blender 3D and I can testify about this) A character would use around 2.000~5.000 polygons.

    What I'm trying to say with this? These consoles were designed specifically to handle 3D objects and as you can see they didn't use too many, Construct can handle 3D, but as far as I know it's not its focus so I would expect it to have a 3D performance WAY below than any other 3D game/engine, despite using DirectX.

    I haven't tested yet, but I think It should be safe to work with 3D models of 1.000 triangles app.

  • Construct is focused to 2D games (with some 3D effects as enhancing), if you want 3D why not using a focused 3D engine? Blender has one that is kind of easy to use.

  • I have a Radeon with 1gb of video memory and 3 gb of ram, my pc also says I'm running out of it.

    Save the files, aybe it will be solved on a newer release... have you tried an older one?

  • Well I started playing with it and I can say it's very flexible (easily made a Megaman X clone almost perfectly), and if you keep away from complex customized stuff (like rotating the sprite on slopes and moving platforms where I've heard of upward-downward moving platform problems) it should be pretty much okay.

  • You know, I'm also a member from BlenderArtist.org, where there is also a section about game making, normally threads like this one don't work out if there is no strong team leader.

    As a recommendation I would make a list of game proposal (what genre, what kind of graphics/style, etc.) and a desired fixed minimum number of members with clear roles to do (graphics, code, sound, etc), then vote what to do and on that decision do brainstorms, when things are too open it's very hard to decide when to stop the brainstorm and "start working".

  • to xxKitheifxx:

    Yeah, I also see from time to time glitches but they go too fast and can't determine what is the exact cause nor the exact moment it happens.

    to namre:

    Thanks. Yeah MMX games have really nice controls and it's cool that Construct can imitate them so well.

    Edit: By the way you are free to help yourself with the file and ask away if needed.

  • Thank you! Its very cool and I didn't knew about those events/behaviors, now i got a few new things to play with!

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Cloud_GL

Member since 9 Jun, 2010

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