VertexZero's Recent Forum Activity

  • I don't know about Nintendo, but for Sony you need valid proof of owning a company (needs to be a legal entity).

    And I agree with newt, really bad advice.

  • Hi!

    I got a small but complicated question.

    I got doors working (can go from one layout to another)

    Now my question and problem:

    I'm trying to use a csv table to load the database for doors containing x & y position of the doorObj. Also info about ID, name, layout in which its placed, level etc.

    I would like to use this info so I dont need to enter manually all of it each time the Player can use a door. bear in mind the PlayerObject can go to another layout and then comeback.

    My idea would be to load a row of the csv table with the info.

    I'm sure I wasn't even near to be clear lol Hopefully someone might be able to lead me in the right direction. Thanks!

  • Use rotorscoping like old PoP. I'm using similar system for my project

  • Great idea!

  • For me it works fine if I change the name of the project root in About--Name.

    If not, it simply didn't start. (only debug mode didn't start)

  • With an instance variable. I set left to -1 and right to 1 ( i do this because I use those values for calculating

    But you could have 0 and 1 respectively

    if the enemy sprite is mirrored then value a

    else if its not mirrored then value b

  • Sethmaster, very informative thanks!

    And your project looks great!

    Cheers

  • No, UE4 is pretty similar to UDK. It kept the same way of working. The changes were mostly with the add-on of the blueprints.

    Blueprints are excellent for making small projects but fairly more complex ones would require actual code for better optimization.

    I personally think Game Maker is not a good solution if you really wanna learn programming since the language its too forgiving comparatively to C++

    A good choice can be the use of libraries such as SFML if you really wanna learn the basics. Obviously making a game would be much more difficult but its a great learning process.

  • RedBlackSpade

    I paint (acrylics and oil) also do illustrations. And job wise I'm Lead Character Artist in a video game company in Montreal. I'm 38 so I've seen the development of video games.

    And I love pixel art, hence why my current project is using this style. But I don't agree with you. A lot of 3D games are quite beautiful. A good exemple for mw is Bloodborne:

    Not the most technically advanced game (they use a heavily modified version of Phyre engine which is Sony's proprietary engine), and Autodesk Beast light solution. So technically their specs are closer to any Unity's game and yet, it shines! ambiance wise, and overall mood is simply perfect.

    It takes a lot to convey something like that.

  • One thing I learned while using C2 was that what I thought was workaround were often the fact I wasn't using it properly.

    I found ways to properly optimize by observing how real code is written and asking programmers what are the best practices.

    When I did spikes as an example, was actually quite easy.

    Organization has never been a problem, I keep everything separate into either different sheets or into dictionary.

    For animations thought, I don't know how useful would be to be able to import json files which can be exported from asesprite which is an incredible

    software for pixel art and animation.

    Personally, my biggest issue would be the ability to export to PS4 but that's something Scirra cant really help us with.

    Another issue would be how difficult is to set up a proper input system the way I would do it in Game Maker, but then again maybe theres one and I havent learned it.

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  • +1 at customizable grid

  • Ashley, and also if I can add, they got no idea the work that requires to do a 3D game, specially when things begin to get a bit more complex.

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VertexZero

Member since 13 May, 2013

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