Colonel Justice's Recent Forum Activity

  • Question emerging: With the condition "Row selected on list box "blah"", how do I retrieve the Name, Data, or Label of the selected list box entry?

    Same goes for menu strip entry.

    Cheers,

    the Colonel

  • My 2 cents: I came here from Multimedia Fusion, taking the risk to port an almost decade long ongoing project (you know, learning by doing) to Construct Classic, and I would never switch back. Don�t know if you consider MMF2 a tool for serious game production, but it was these core problems of the authoring tool that would put me in a dead end, and for all the years that stuff like this is out there, including Klik And Play and The Games Factory, you can end up pretty much screwed if you don�t work around all these quirks that you are presented along the way to your finished product, saying that Clickteam has done a rather poor job sorting out these teething troubles. I mean, cannot distribute custom private variables to objects, what the hell?

    Then the awful performance of the hardware renderer, don`t know if they sorted this out yet, but seriously couldn�t care less anymore.

    Bottom line is that yes, CC may be stopped in it�s tracks, but the developers are not. My impression is that, given the circumstance that you know what you are doing (and you kind of have to if you want to have some classy output with either tool), you can still get there.

    I managed to pull of awesome stuff like full featured bumpmapped lighting with lights as much as your GPU can handle, you just have to sit down, take a breath, take a look at your options and then pull it off. Where else, besides some framework like Unity, does this NOT happen?

  • HTML 5 for what? To be limited by the, pardon my languange, sh*tty hardware you have to assume that the average fanboy of your game comes up with. So you downsize your design in almost every aspect to overcome the possible sh*tstorm unleashed on you when your stuff doesn`t run decent.

    Not to mention the classic feeling when you just pop up an .exe instead of Firefox displaying your compromised original idea.

  • Do you use a power-of-2 texture, like 64x64, 256x256?

  • Ah, I misunderstood the problem. But I?m not sure I?m getting it now either ;)

    The description of your loading/saving is a bit misleading. Are you using arrays and/or hashtables?

    You can only load one file per instance of either object, probably what you are doing is overwriting the first set when loading the second.

    Workaround to unify both tables would be to have two hashtable objects loading the two files, then you could do a "for each key" on the second object and insert it to the first.

  • Try loading the file through an expression like apppath + "myfile.dat".

  • 1 sound per day for users outside Australia.

    Nice collection, though :D

  • Whoopsy, I was off a while.

    I don`t hope you are animating your water with loading a different .png for each frame at runtime in a backdrop object or sprite with a single animation frame, that would mean loads of hard disk activity and greatly lower your game perfomance.

    If you need further advise, just pm me since I tend to... overlook things ;)

    Cheers,

    the Colonel

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  • Not entirely sure if you would save VRAM (depends on the area size), but you can also stack your desired effect after the "Apply Below" shaderhttp://www.scirra.com/forum/effect-apply-below_topic43352.html on a dummy tiled background. It doesn�t work with all shaders, though.

  • Another variant to maneuver around the roadblock is to insert dummy frames into your sprite, 1x1 pixels in size, as many times as you might want to use at once during runtime. It will be a damn pain to organize them however, but you can use different animations for your tile "classes", like 200 possible tiles for walls, floors, etc. and predefine some rules. It�s not as flexible as applying displacement maps, though.

  • Update: Everything is in order now, one thing that I came accross was that the position of the pivot point of the cut-out sprite is related to the original sheet-size, however, the position of the sprite in Construct, is not.

    That means to center the pivot point on a 128x128 sprite of your 2048x2048 spritesheet, simply putting the point to 64x64 won�t do it, you find the center point by applying (sheet width/sprite width)+(sprite width / 2). Same goes for height.

    Cheers,

    The Colonel

  • That is quite cool! Is the light respecting the Z-dimension and occlusion, or is it just a plane vertex shader? Couldn`t figure that out while dragging the light.

    Keep it coming! <img src="smileys/smiley20.gif" border="0" align="middle" />

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Colonel Justice

Member since 16 Mar, 2011

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