DrewMelton's Recent Forum Activity

  • >

    > I even passed the 10,000 image limit, so I can't even preview or use the debugger.

    >

    you can bypass that by loading the sprite sheets from a online storage(ftp,server etc) that way you wont have the images in the game all the time but will download them only when they are needed the rest of time they get flushed.

    Thanks, although it would be better if C2 just created the sprite sheets on preview. I heard c3 may address this, but who knows.

    Although, again I will most likely not be coming back to C2.

  • :D Sounds like an awesome game! Looks super fun too!

    Thanks! The Unity port is coming along nicely. It should be even better than what you see here. I'm in the process of moving, so I am a bit behind, but I will eventually create a new thread in the open topic section showing how my game is coming along now that it has been moved to Unity.

    Things to look forward to in the port:

    improved animations

    improved HUD

    new enemies

    more textures for environments

    improved object interactivity and highlighting

    larger levels, and more varied rooms

    improved water

    pathfinding with physics

    new abilities

    character redesign

    Some of that is only now possible since I moved to Unity since I needed 3d functionality to be able to do this stuff.

    I still want to get it done by the end of the year, but with all that is going on, I'm not going to force myself to release until I am ready.

    I am currently learning C# and Unity. Like I said, I'll post a new thread somewhere on the forums showing my progress, probably in a couple months. I have no energy right now with moving and needing to stay with relatives for a couple weeks during all this mess, but hopefully I'll be back on track before long.

  • Well, I ended up just rendering animations for the character with both weapons since I only used a dagger and a bow. Then, I just set it to the correct animation depending on a condition or variable, whatever.

    Working with multiple weapons in an isometric perspective like Baldur's Gate can get tricky because there are so many different angles needed for each animation.

    Depending on how many angles you need for your game, you can more easily get away with just rendering the weapon/arm separately and attaching it later. You'd just need to make sure it lines up correctly no matter how the character is facing.

    I mean, there are multiple ways to do it. You'd just have to check performance or memory use and see what you can get away with.

    You can click the link in my sig and watch my videos if you want to know more about it. Check the video called "gameplay commentary" for a closer look at my finished animations while I was still using Construct 2.

    All of this is a bit irrelevant for me now. I moved my project to Unity and can simply show or hide weapons as needed since it's 3d. There's no longer a need to pre-render my animations.

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  • FMFM

    Every engine needs a time to get familiar with and godot isn't going to make differense in that field. But for me it seems to be quite easy to approach. Unlike unity or ue4. Godots own

    got me quite fast on the tracks...

    It's funny how it works, but sometimes things just click. When I left C2 to move on to a 3d engine, I tried Unity, and it was okay. At the time, some things were a bit lacking. So, I tried UE4. It seemed much better in some ways, but overall ended up being more complex for my game. The blueprint system was nice, but the amount of components made some things a bit more convoluted than they should be. UE4 is still a good engine though.

    Just recently, I decided to come back to Unity to look at my mini project, and things just started clicking. I even learned a bit of C#. With the updates to Unity, I feel it is much more on par with UE4 now, and is more straight forward in many ways. I have been making steady progress ever since I came back to it.

    I'll be posting an update on my C2 game port in a month or two.

  • Trampoline Terror had a mechanic like that. You jump around, the tiles change color and disappear, and so on. I had that way back in the day on the Genesis.

  • I used Modo for my game, which is pre-rendered 3d.

  • >

    > I even passed the 10,000 image limit, so I can't even preview or use the debugger.

    >

    A few months ago I also encountered this problem ... Ashley said:

    [quote:1k7cxor9]Sorry, there is nothing we can do about this. The Windows OS itself has a limit of 10,000 graphics objects per process, and the editor needs at least one icon per object not including everything else a typical Windows app needs, which is probably pushing you over the limit. Addressing this would require fundamentally rearchitecting the editor. This work is being done for C3, but it is too late for C2. I am shocked that anyone would ever run in to this limit anyway, since that is a truly extraordinary number of images to be using. All you can do is try to reduce the number of images used, or one other workaround is to export your project every time you want to test it, which applies spritesheeting and reduces the number of images.

    I thought for a while, until there is a development - get rid of extra animation frames, leaving only what is necessary to test the number of frames

    Yeah, I kept it to just the two characters for as long as I could for this. However, working (and trying to show off) a game with missing animation frames isn't enjoyable, and maintaining two copies was a bit annoying, so I eventually just lived with it. There were also times when I needed to test animations for triggers or whatnot, so not having all of them made some tests impossible.

    Anyway, it's a bit of a moot point since I am postponing the project for the moment while I work on my other game in UE4. When I restart this project (or a variation of it), I will mostly likely do it in an engine that supports 3d. It makes it so much easier. Being limited to 2d just isn't my thing. That and I would want more console export options.

  • DrewMelton

    Hi,

    Do you use UE4 with Blueprint or with C++ template?

    Good luck with UE4 ^^

    I'll be using Blueprint with UE4. I'm more of an artist than programmer. So far, I like it better than Unity+Playmaker.

  • I'm sorry to hear that the limitations became too much

    I feel like the project could have been completed, I just felt like I was always working against the grain, pushing the engine and trying to find workarounds.

    What bothered me was that the games that inspired me to create an isometric game like Age of Empires or Baldur's Gate did this stuff 15 years ago with many more objects on screen, no overlapping units, large levels, many effects, large isometric buildings, advanced fog of war, and so on, and there were so many things that I could not recreate. Believe me, I tried.

    Honestly though, I think this is a good a time as any to learn a new engine. It will simply give me more options. I'm not really abandoning the project as much as I am "postponing" it until I feel like I could do the game justice. It was a great learning project and helped me get started with game design. The game I am working on now is a little more straight forward as I mentioned in my last post, and Unreal Engine 4 is designed for this type of game. I think that makes a big difference. Work in the engine that it is designed for the kinds of games you want to make.

    Hopefully, in a new months, I'll be able to show off my new game, though since it not be a C2 game, I'll have to post it in the open topic section or something.

  • Wow this is awesome man! Nice work, any plans on making it published or multiplayer? Would be nice to play it

    At the moment, I am learning Unreal Engine 4. Since I'm working in 3d anyway, this opens up the kinds of games I can make. The game I'm working on now is a deviation from this. It'll be more of a third person stealth game. I may make an isometric game in the future, but it is a bit of a hassle. If I do one, it'll probably be pure 3d. Pre-rendering 3d to 2d sprites like I did for this game was a bit of a pain. There were also some issues I had with making this game in C2 such as units overlapping, difficulty with multiple enemies, being limited to a small isometric grid, and whatnot. I even passed the 10,000 image limit, so I can't even preview or use the debugger.

    Anyway, for updates on my projects, just follow my youtube channel. I update it with new videos whenever I make worthwhile progress. I will most likely not be updating this thread anymore, but I will respond to questions.

    https://www.youtube.com/user/ThreeBladedSword/videos

  • megatronx not sure I understand.. but if I make a 800x800 nebula image, remove alpha channel and scale it down to 100x100 in PhotoShop, then in C2 resize it in the Layout View to 800x800 will that make any difference in memory usage/draw calls? or is that just making a giant fuzzy image at the same processing expense?

    If you make an image smaller in Photoshop, you are basically removing information from the image. When you bring that small image back into C2 and scale it up, it will become blurry because those pixels are no longer there. It has to fill in data and average everything out, resulting in a blurry image.

    If you want to rescale, it would be best to find some sort of happy medium. Those ship renders we made were slightly larger than needed to give a bit of head room for adjustment in C2. The render size can be adjusted before you render, and you can always shrink it down afterwards in Photoshop as well.

    The main thing is that you don't end up with anything blurry on at least the majority of devices. Perhaps you can make a backup of the project and do some tests or experiments and see what is possible without ruining your main game.

    Now, when it comes to draw calls or processing expense, I'm afraid this is not my area of expertise. Smaller images will use less memory, but I don't know what else. I didn't get to test my game on anything else and was just hoping it would run on other systems. I didn't get that far.

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DrewMelton

Member since 18 Oct, 2013

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