Stampedo's Recent Forum Activity

  • Hello fellows,

    I came across the video the game "Intrusion 2" recently, and wondered if achieving similar results with Construct was possible.

    youtube.com/watch

    Also having area of effects, each parts of the body being independant like in Happy Wheels:

    youtube.com/watch

    Location damages, ragdoll stuffs...

    So, I'm just wondering if it's possible to achieve this without having a programming background, or what should I learn.

    Sorry, nooby question.

    Thanks all.

  • Ashley> I assume that using shaders would save a lot of time and performances, and possibly looking prettier.

    The overlay technique is an old schoolish approach, yeah you can do that but I'm guessing that using this on a large scale project is awfully time consuming.

  • Ashley> It looks like you were right, big up to you.

    Here's a quote from Project Zomboid's dev:

    n any case, it's done with multiplied overlay quads with vertex colours, since the tiles are 2D, so it's all completely faked. Not the fastest but we'll hopefully optimize it as we go. Problem is with iso viewpoint is the draw order is rigid so it means it's difficult to optimize to avoid binding new textures each draw.

    I'd be very interested into an advanced tutorial of this technique, since its still obscure to me.

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  • See the Lighting.capx file in the examples directory. You should be able to make more advanced lighting techniques by working from that basic example, it's a very simple demo.

    > I don't see what the difference is between this and the lighting example provided by scirra.

    If you're refering to the screen mode layer - fake lighting example, you should watch this video and get to the conclusion that it's nowhere near from this.

    http://youtu.be/HhWphSiCl4E

    It's like the lighting is calculated within "rooms", and not as an overlay effect.

    It may be a raytrace engine as someone suggested above, that's why I'm asking your opinion (and devs opinion).

    Thank you.

    I appreciate the fact that you're taking the time to answer to my question, but as I said earlier in this post, that's not the kind of solution I'm expecting.

    Are you planning in the future to integrate WebGL's shaders? (obviously I don't know what I'm talking about)

    This topic has grid based fov lighting:

    http://www.scirra.com/forum/grid-based-lighting-field-of-view_topic44662_page1.html?KW=fov

    It appears to be close to the effect you're looking for.

    Thanks for pointing this out, but that's not exactly what I'm looking for, I'm really expecting a real lighting engine (as Kiyoshi said, it may be related to WebGL and shaders).

  • Thanks a lot for your answers.

    Kiyoshi> What do you mean by "custom made lighting"?

    I was pretty sure it's not "cheated" since the lighting is reacting in real time.

    Are those Webgl shaders planned by the devs? Or is it an assumption?

  • I know how important lighting is to an artist. But the isometric game would be better built within a 3D game engine. It would be hard to make that kind of game within a 2D game.

    As for the other example yeah it's a cool feature you can actually fake it quite easily. Just go into photoshop and make the screen you want and when you are in C2 just attach it to the player. It isn't perfect but I have seen some games that do this.

    Nope, that implies it is deadlocked. It's supposed to be a real time effect.

  • I don't see what the difference is between this and the lighting example provided by scirra.

    If you're refering to the screen mode layer - fake lighting example, you should watch this video and get to the conclusion that it's nowhere near from this.

    youtu.be/HhWphSiCl4E

    It's like the lighting is calculated within "rooms", and not as an overlay effect.

    It may be a raytrace engine as someone suggested above, that's why I'm asking your opinion (and devs opinion).

    Thank you.

  • Thank you but, I don't understand anything in your link.

    I guess it is directed to programmers? it's kind of an hermetic language to me.

    If devs are visiting this thread: please consider implementing a lighting engine :)

  • Considering Zomboid is java, and Terraria/King Arhtur's gold/Any other similar game using this kind of engine, I've been thinking it would be available in construct anytime soon.

    (As I said, I'm not into technical aspect at all, that's why I chose Construct.)

  • Hello fellows,

    After using the search button, I didn't find any topic dealing about this (or is it?)

    I'm really looking forward to this as a very important feature.

    I'm an artist, not a programmer, so I can't give you technical details, but I'd like to know if this kind of lighting engine is already implemented OR planned?

    Examples:

    Project Zomboid:

    youtu.be/HhWphSiCl4E

    Terraria:

    youtube.com/watch

    <img src="http://i1-games.softpedia-static.com/screenshots/Project-Zomboid-Project-Zomboid-Lighting-Engine-Demo-Trailer_3.jpg" border="0" />

    <img src="http://media.tumblr.com/tumblr_lzgddbShJP1qb1ded.png" border="0" />

    <img src="http://massvio.com/wp-content/uploads/2011/11/terraria1.1prev.jpg" border="0" />

    <img src="http://www.148apps.com/wp-content/uploads/2011/10/junk-jack-ios-total-darkness-lighting-engine-dynamic.png" border="0" />

    I'm interested in any technical detail you can give me.

    I bought Construct 2 very recently, I'm in the early learning process, but that's something I'd like to use in my future projects.

    Thanks.

    Stam.

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Stampedo

Member since 22 Feb, 2012

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