DarkShroom's Recent Forum Activity

  • i consider raycasting a 3d technique, i know that essentially the maps are 2D but you need to save wall textures and are preferable going to need to draw the map with vectors, two things 2d does not expect.. it's like trying to use the wrong tool for the job because this is more the domain of a 3d game engine...

    and the engine i'd suggest would be the doom engine.. it's open source xD

  • I would worship the ground someone walks on if they could find a way to make a fullscreen game that doesn't limit my options in some way (eg. Scroll rates get messed up, games becomes extremely pixelated, game slows down dramatically etc.)

    I've tried basically everything and there's simply no conventional way of doing it. Some very inconvenient problems arise with each and every method I've tried, and it really slows my progress down.

    I guess you could say this is a last plea. Is there anyone out there who can create a fullscreen game minus the tough issues that always seem to come with it?

    i have to admit i have not experienced these issues?

  • this is interesting, so it is possible to have animations with tiled textures but you seem to be loading them with events somehow.

    this interests me because i need a way of having water and duplicating tonnes of tiles seems wasteful, i've resorted to stretching the pictures a bit which is loosing my 16x16 art style a bit.

    You wouldn't be able to guide me towards a texture sheet type implementation would you? Is it feesable to have the frames as seperate png's still (i have 4 water frames)? I I like the idea of external resources it's getting messy xD

    EDIT **i got what i needed from Sprite.LoadFrameFromFile("Picture.png")   ... it's a little less flexible than what you're doing but suitable for my needs

  • wow, seriously thanks, i was really loosing it on that one. This is epic, no sprite will now be lost I was really being held back by that contemplating crazy workarounds

    that was clearly a rather fundamental python concept I wasn't getting i can't thank you enough

  • there's nothing in the bible about swearing, so that is your interpretation of what it is to be christian

    i guess if you're marketing the game to the right wing christian demograph in the US, I would go with that advice, Christians in Europe really don't care

  • I was wondering if anyone could help, I have condensed my problem down into like just the smallest reproduction of the issue, if this works it will be so epic i will finally never loose those blasted sprites.

    System.Create(Sprite, 2, xLocation, yLocation) #so we create a first sprite

    RefToFirstSprite = SOL.Sprite #we want to save some ref to it, this however saves a link to Sol.Sprite not the target of it which i want

    System.Create(Sprite, 2, xLocation, yLocation) #in creating this next sprite whatever sol points to somehow is updated

    RefToFirstSprite.Destroy() #and this ends up therefore killing the new target of sol, not the first sprite i wanted to get rid of

    I have racked my brains on this for seems like hours now, I feel at least satisfied I think I have identified my problem quite well, would be really greatfull if anyone could shed any light on what's happening here... i sort of have this impression I'm missing something fundamental

  • I'm not a programmer so I'm not sure if it is actually as complicated, I don't find typing things out that complicated, I think construct can make that part easier through it's event editor, I just find the logic hard to wrap my head around. Probably just as hard as regular programming?

    You're tackling the same sort of problems so it's programming the same really, when I was really into Max MSP, i found at first I loved that I didn't have to code (it's a visual based midi music type programming thing), eventually though I found the visual thing to have a problem reminiscent of the wire problem they had with early computers... so basically I find visual programming the usual limitation is having to do a lot of copy and pasting sort of like functional programming (i think lol).

    Where I am a bit stuck is still keeping track of items created in Construct, I could implement a tile map editor thing with what I currently have actually, because I could rely on the pick closest function as a dirty workaround to delete the tiles, however I want the same code to create enemies that then move about...

    Reading your posts I get the impression that things created in events are more easily referenced somehow, anything created by python code:

    System.Create(objectname, layer, x, y)

    it just seems to end up floating (or lost), i can store all the UID's any bit of data right after creation... because you can find it with SOL.objectname.UID, you can do anything right after creation thank god otherwise my tile layer was laying tiles on top of my main sprites...

    no but if you then create another sprite of the same type later, you can no longer reference the first one, and I have tried all sorts of syntax. For example objectname[1] would reference the second create sprite, but only if it's created by construct, not by "System.Create(objectname, layer, x, y)"

    oh man this is driving me mad, i don't mean to put your thread off topic I don't think I am I think we're trying to do similar things, creating items that are under control of the code and then removed by the code etc...

  • an angry bird one could be easily...(in a week that is)

    but you have this forum don't you and you don't know whether it's a 12 year old with a ASWUM PWAN he just needs someone to do all that PWOGWAMIN... and frankly you often get that impression.

    I do not mean to prejudge, but if I wanted work I might not actually say what I would PAY (on the forum) but I would be clearer on what I was after:

    -A whole game from scratch?

    -Is the game design done already?

    -Do you want the art assets created as well, have you got the art assets? What format are they in so what kind of work will someone need to do to convert them?

    -Do you require the games content as well, angry birds has several levels it's unlikely one person designed each level?

    If you are not clear on these things (how much work), you'll either get fleeced or you will be doing the fleecing.

  • Hey Rory,

    PodSixNet is fairly efficient since it has a built in encoder/serialization. It is only TCP so isn't going to be useful for shooters or other fast real-time gaming. You can host the server (if you want to only use Python) on any system that supports Python (Linux, Windows, etc).

    I'm not sure what you mean by secure..it can be made as secure from cheating based on how much you host on the server and what type of checking you program in.

    If you are interested in faster performance look at the Plugin I made as a wrapper around Enet. It is posted in the work in progress plugin section. I will warn you that there are some bugs so it is not as stable as PodSixNet, but it is based on UDP so is much faster. It could be made even faster if compression was added.

    I am new to this and have admittedly yet to tackle what networking library I would use with Python, I will get to that I'm getting my object tracking sorted first, however I'd wonder why you think compression would increase the speed? This is not a problem of bandwidth but with latency?

    Anyway I very much appreciate your posts, I will start with this when I get to networking

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  • serious? there's a game to be designed and you'd worry about whether you should have swear words!

    if are you making a game for toddlers (don't swear)

    or teenagers (do swear)

    or adults (swear but look clever about it)

  • lol wow, you think this makes programming easier? :)

    I was interested in the thread though I am trying to implement a similar thing with python so i can dump out the tiles and delete them as my player wanders about, the problem I have, it getting hold of something universal I can kill objects spawned.

    I can use SOL.<last objecthere>.UID to get a unique UID and then I can store it for later reference, but I don't seem to be able to just kill things by UID

    anyway was just saying this looks AS complicated as a normal programming language

  • crafting is usually preconcieved and is generally in "tree form" i always thought, so it's just a case of destroying items and creating new ones.

    Iron Ore + Coal = Iron etc

    i am not sure what you mean about pokemon, although I do imagine they may have added an element of chance? It is possible to come up with mysterious crafting formulae I guess that's quite a cool idea, i actually know nothing about pokemon if that's part of what

    I do like the idea of crafting system that's somehow more than the sum of it's parts, that can create unpredictable results, but yeah I think in most cases it's A+B=C just because it's predesigned with some added chance of faliure or sucess on some item tables.

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DarkShroom

Member since 28 Oct, 2012

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