Valerien's Recent Forum Activity

  • I'd personnally use an editable text file to list the unlocked abilities and caracteristics of your character's spells. The program counts the lines, and creates some UI for each (and reads each line containing the name of the spell, its damage range, its effects).

    Instead of a text file, you can also use an array and run through it... it simply depends on how much infos you need to handle at the same time.

  • Thank you for your answers.

    If you only need to output to screen, then yes, this is easy with pixel shaders. If you want to save such altered textures, you would need the canvas/image manipulator objects.

    In fact, i'd like to be able to import like 3 mask textures packed into a single RGB file, as the memory will handle it as a single texture. I'd use those for operation on the screen like to simulate the shadow of the clouds on the ground or so.

    Not sure, what exactly you have in mind.

    Here's what I meant :

    <img src="http://s2.noelshack.com/uploads/images/18378480478149_whatimeant.jpg">

    It can be usefull to avoid creating too small tiles with several variations (using a single really detailed 512 texture instead, which leaves you the possibility to put more stuff in it). Would also it have an impact on performance on huge surfaces (like a dungeon) ?

  • Hi,

    I'm thinking about making some mini game systems for -mostly- visual purpose (portfolio), and i was wondering if :

    • it's possible to extract independently the R, G and B channels of a texture to treat them separately (with shaders) ?
    • if the size of a texture used in a level should be using a power of 2 (128*256 etc.) to increase performances ?
    • if construct can work with tiling textures the 3d way (you can tile as many time as you wish a bitmap on a defined surface)
    • if it is possible to post process the entire screen at once (lens vignetting) ?

    Thanks in advance.

  • I wonder if it's really important to reduce the vram usage on a 2d games... with the equivalent of 10 1024� textures, you're using like 30 mb of video memory. Is this so important to save several mb of vram ?

  • Well, I'm testing the soft, and the premade movements are quite cool. The programmer seems to like it, so we'll see like in 2 or 3 weeks.

    Thank you all for your answers . I'll personally use construct for a personnal 2d a-rpg project (really small, ~10 min of gameplay).

  • In fact, I've sent the references about scirra to the programmer yesterday, and he'll choose if we switch softwares or not.

    Making this game involves the creation of a lot of complex events. A part of them has already been made both in cpp (external dungeon generator) and inside mmf.

    Can construct create add-on exe files ?

  • [quote:96s6skpt]Is this under the presumption that due to its open-source nature, you can't sell games created using Construct? Because it's quite false. Or am I misinterpreting what you said?

    Nope. We need a really stable engine, more than anything else, that's what i meant.

    [quote:96s6skpt]If you know C++ I would not dismiss Construct so easily, as it's power increases exponentially if you can make your own plugins for it.

    Well, i was only wondering if the soft could permit us to work faster than mmf2 with more stability. I haven't programmed in cpp for a while, and i'm not fond of such programming. I'll see with the programmer.

  • Oh, right... We'll keep using mmf though, as the game is meant to be sold. Thanks.

  • Hi everyone,

    I'd like to know if somebody here has already used both GM/construct or mmf/construct, and if using this soft makes him working faster ? I'm leading the development of a 2d tactical-rpg actually, using mmf and... you know, its core is old, it doesn't feature as much usefull shaders and systems as construct has got basically... but we have chosen this one because some time ago, construct was still quite unstable. So i'd like to know how it's going right now ?

    thanks in advance.

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  • Hi everyone,

    i'm definitely new to construct, and i'm searching for a method to drop soft dynamic deformed shadows on the ground using my character. i tried the light object, but it doesn't render the effect I expect. Then, i've tried to copy my animated character, overlay its color using a shader, then blur it... but still, i'd like to find a more suitable technique that permits me to modify it dynamically, maybe using the event editor (to be used with a night/day system), and moreover to deform it in perspective, as the shadows you can see in old school top view rpgs (like diablo 2).

    Could please someone tell me how to achieve that ?

    <img src="http://s2.noelshack.com/uploads/images/13120945174260_runleft1.gif">

    Thanks in advance.

  • Hi,

    I'm an 18 years old freelance artist (both 2d and 3d) working on a game project with a small team. We are using mmf2 right now but i found that construct would be a lot more efficient for us, so i'm trying to convert the programmer to it. moreover, I'm interested in using this tool to animate some of my stuff.

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Valerien

Member since 15 Nov, 2010

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