DrewMelton's Recent Forum Activity

  • >

    > > Is there a way to do "new line"? think i tried \n and <br> which didn't seem to work

    > >

    >

    > Is this what you mean? This is an example I have that uses a new line half way through.

    >

    > "FPS: " & fps & " Objects: " & objectcount & newline & "IMU: " & ImageMemoryUsage & " CPU: " & round(cpuutilisation * 100)

    >

    I don' think so.. So when setting the default value in the text object, i want to get two lines:

    "this is one line"

    "this is

    two lines"

    Hmm, I'm not sure. Resizing the text box to be tall and not very wide will give you multiple lines automatically since it should put things that don't fit on the next line. You can set "line height" to a larger number. That would give the impression of space between lines. So, those are things you could try. There isn't a whole lot else I can think of.

    The way I posted before I just typed in the code in my last post in the event sheet with a "set text" event. You enter the "& newline" where you want the break.

    The example text I posted before looks like this in game:

  • Is there a way to do "new line"? think i tried \n and <br> which didn't seem to work

    Is this what you mean? This is an example I have that uses a new line half way through.

    "FPS: " & fps & " Objects: " & objectcount & newline & "IMU: " & ImageMemoryUsage & " CPU: " & round(cpuutilisation * 100)

  • I don't really know where I'm going with this. I plan to let some fireballs drop from the ceiling, so the player can't just camp at certain places and actually has to move around and dodge those fireballs. And of course the animations need a lot of work. I could really use some suggestions here.

    Are those fireballs bullets? If so, why not just set their angle towards the player when they are created. Maybe also have one that moves fast and one that is slow to mix it up (possibly with an animation or sound that ques the player of what to expect).

  • Ah, I remember that pixel art background from Last Blade 2. It was always one of my favorites. I have it in my pixel art game backgrounds collection.

    You are planning on replacing it with your own eventually right? If not for copyright reasons (assuming you want to make money from this), but at least for a consistent style throughout.

  • The more I hear about big games and how they are in C2, the less I want to use it. If it weren't for the awesome editor, I would have moved on. I work on RPGs and RTS games, so I'm afraid to use any engine that I can't figure out since I have so much stuff to program. I'm an artist not a programmer. I hope to get one of my games out this year, but reading things like this make me worried.

    I'm going to have a bunch of prerendered 3d animations, and the games are isometric. I'm keeping the map size small the amount of units small though. My RPG prototype stayed mostly under 10 cpu usage in 10.5 node webkit, with occasional jumps up but still under 15 most of the time. I'm using that same prototype for my RTS. At least with these types of games I don't have to worry about framerate as much since they are still playable if it goes down (albeit they will look jittery). I still try to keep everything at 60fps.

  • done

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  • I'd like to see a way to prevent characters from overlapping when using pathfinding in isometric games. The recent update with regenerating a small portion of the map was nice. I'd like to see more like this.

  • I agree about the controls.

    I can see where you were going with it. You activate one beam to push the ship one way, and activate the other to push to back that way.

    The problem is that it takes getting used to. I think a control scheme where pressing D always made the ship turn right, and A always made the ship turn left (and this was true regardless of where you are facing) may be more natural.

    I also ended up going in circles more often that I'd like. What is disorienting is that the controls sort of switch based on direction. Fly straight down and you can turn right with D, but fly straight up and you go left. With the ship constantly changing direction, it's hard to keep up with what direction the buttons will make it go. I have to keep a very close eye on where the beams are.

    If I keep in mind that A always makes the ship rotate clockwise, and D makes the ship rotate counter-clockwise, then it makes more sense, but it is still a bit disorienting.

    Anyway, it's just a suggestion. I think good controls can make a game more fun to play, so there's no reason not to fine tune it a bit as you go.

  • +1

    It would be a good option to have since most of the time if I want an event such as object clicked or mouse over object, I want a big box to click. If I need precision, chances are I have to modify it anyway. A square shape would work fine for 90% of my objects in my HUD or even things I can click in the level. Having that be the default option would save a bit of clicking.

  • As far as Unity goes... I would absolutely love to use it but I would have to have a team with me in order to make it happen. I am literally programming handicapped and have simply never been able to get a grasp on it. Plus Amber's model alone has well over 100,000 polygons and I would need a good decimator program and somebody to reset the UVs and even set up normal maps... Basically all the models would have to be redone from the ground up in order to be 3D friendly. If I had a team though, and the money to pay said team, you could bet I would be taking this game into a 3D world. Until then, Construct 2 is a perfect fit for my own limitations, as I can work a project alone and only pay for assets and actors.

    That's why I like Zbrush. I can decimate (with Zremesher) a model pretty easily and then bring it back into Modo for final rendering and animation or whatnot. I can sculpt in super high res, and then bring it down so it doesn't bog down Modo with useless polys.

    Zbrush does UVs decently as well with uvMaster. So, I end up using this program for more than just sculpting.

    Luckily, with Construct 2 those of us that create 3d assets don't have to worry about this since it'll just be imported renders. Who cares if we make a simple treasure chest with 1 million polys, lol.

    But yeah, it'd be nice to find a 3d program that had Construct's event system. I can't imagine doing my turn-based rpg in another engine that required programming.

  • > Ashley Well, thanks for ruining my game Ash....

    >

    You can't blame him, because you changed your project without first checking what effect will that cause. Not to mention not using C2's backup system.

    Next time I recommend saving the project with C2's backup system (2 or 3 should be enough), and if you have an acceptable size of cloud storage, you should save your project there (Dropbox has a 30 day file restore option for example).

    I don't use the backup that much, but whenever I am about to do something that I may not like or may have unknown results, I save the project under a new name such as v1, v2, a, b, whatever. Then, if I don't like it, I can just go back to my previous file. It's much easier than trying to hit undo a ton of times or hoping I don't save over something and break it.

  • Look up the indie version of Modo. I think it's on steam as well. Much cheaper, and the restrictions are not too bad. I have the full version that I got on sale for about half off. They have sales every now and then, but I never know when. I think their Christmas sale is already over.

    But do have a look at the indie version of Modo. I think the Steam version is on sale until Jan 2.

    The reason I didn't use a 3d engine was because I didn't think it would be as easy. I mean, I can use Construct 2 to program about whatever I want. I can make A.I. I can make RPG stats, it's easy to work with. I haven't seen any 3d engines that would be as easy to use, but I admit I haven't looked that much. I looked at App game Kit 2 that you posted, but it doesn't currently support 3d animationsI think it said, plus it requires coding. I'm not much into coding.

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DrewMelton

Member since 18 Oct, 2013

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