tunepunk's Recent Forum Activity

  • That is actually quite a good plan! It will be better to see if the game actually catches the attention of the audience and then give them "extra content" later. Smart

    Yeah that was what i thought. At first release I am aiming for multiplayer mode 1 type of character - 1 map. If people like the game i will continue to add more content, more maps, game modes, characters etc. Some suggestions from the community will most likely help the game become even better also.

  • The picture looks beautiful Have you thought of a story mode?

    Yep. Story mode is planned, but that will be after release. Probably after i have released more multiplayer maps as my library of assets will grow. I don't want to spend another year creating assets and characters and animations before release, so that will be a later addition.

  • October Update: After a little development break I will now start creating all the props and scenery for the levels. As soon as the level is getting complete i will announce Closed Pre-Alpha tests. Currently working on the shaders and the palette and creating all of the props, building etc.

    The style of the game will be something like seen in the picture. Simple shaded 3D graphics with a little Vector feel to it. Kind of like 'Lara Croft Go' but with a little Ambient Occlusion to go with that.

  • Always inspiring to come here and see what people are working on.

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  • At 35 i don't really feel late in the game, but kind of see it as my previous experiences and work led me to this point. My first job was as a 3D artist for a small indie studio, then i did a little bit of this and that in graphic design. In my late 20's i ended up at EA DICE as a UI artist, after that i was off to start a company doing web development, TV commercials, prints, and all kind of media stuff. Currently working for an iGaming company and messing around with my construct project on my spare time.

    So from start to finish i gather a lot of knowledge from different industries and learned a lot of skills. Working on AAA titles like Battlefield: Bad company gave me a lot of insight in to the bigger companies and how they work and market their games, and what to aim for in terms of quality.

    If i started this journey earlier i don't think i would have gathered enough knowledge to embark on creating my own games. I'm sure being a gamer can give you a lot of insight into what's good or not, but without any experience in the industry / or similar i think it would be harder to get started and actually making something commercially viable, if your plan is to make a living of games.

    I havn't even finished my first game yet, but getting there. But hopefully my previous experiences gave me enough skills to make something really good and enjoyable, market the right way, and eventually make a living from.

  • 5. Use Plugins more than Event Sheet. Try to keep ES code to just plugin interaction. If you need a feature, find a plugin or write one in the SDK as a plugin.

    Interesting. I might look in to that to see if i can get any further performance improvements.

    Is there any particular events/conditions that can benefit more than others from this? If so, any recommendations?

  • For my game i noticed most performance improvements by limiting the amount of top level events and listeners. Keep the event sheet tidy, place events in groups and disable groups of events when not needed. After disabling groups I managed to increase the performance a lot.

  • R0J0hound Can this be used to create alpha based collissions detection using rgbaAt(Mouse.X,Mouse.Y)? For instance make an object uncklickable where it's alpha value is "transparent"? does it take the value of all layers combined? Preferably i would like to get the alpha value of a certain sprite, at a certain point returned to compare it.

    I was also thinking of using rgbaAt for detecting other colissions. Let's say you have a 2 sprites with a a circular shaped alpha. While overlapping, detecting if there's any point on this overlap where both of the alpha values from the two sprites adds up to more than 1 would count as a "colission". That could make interesting race tracks using alpha channel as boundries instead of placing a lot of dummy sprites.

    Getting the rgba at a point in a certain layer?

    If you can get the rgba of a certain point in a certain layer you could use this value to create depth or scale, rotate, move stuff depending on the returned rpga value from that layer. For instance you could have a layer controlling the elevetion of a character in an isometric view by getting the rgba value. Displacing the character upwards depending on the value.

    Attaching a mockup to explain what I'm trying to do using rgba.

    You could use the ammount of red in an image to control rotation of a sprite. green to control, another value, and blue & alpha to control other things. Don't know weather it's possible or not. but would be really cool to have a "hidden layer" using color info to control certain things.

    Color info from Depth maps could also be used to create really cool effects. Scaling an object based on distance when getting the rgba value of the depth map could be very useful to get the illusion of depth. placing a sprite on black will scale it down to match it to the perspecive. placing it on white will scale it up to have it seem like in the foreground.

    There's a lot of interesting stuff that can be done with the rgba value i guess.

  • R0J0hound Thanks! I'm not much of a coder so javascript will be a bit of a hassle for me. But the main idea would be to have another software output the stream. For example while playing Skyrim on your PC a stream of the game will be sent over wifi to your html5 app on your phone. then can use touch controls to control the game, basically play pc games on your tab or phone while on the home wifi.

    I know i would probably need a server app running on the pc that handles the stream and handles the inputs from the phone.

    So thats where the array idea seemed like a good start to see if i can get the one screen mirrored on another device in a simple way.

  • Hmmm. I think you need to specify an UID. On DragDrop2 start, save the UID also to the array of the tile that you are picking up, and on release the same thing. Then on "Swap" specify the same UID as well.

  • I think if would be easier if you added a Bolean instance variable to objects that are overlapping. for example "IsOverlapping".

    If Family is overlapping Family. Set boolean to "isOverlapping" True.

    If you want to save all the overlapping objects to the array.

    On Function Name

    Pick Family by compare (IsOverlapping = 1)

    > Set the array size to: "Family.PickedCount, 3, 1"

    For each Family, isOverlapping = 1

    Set value at (loopindex, 0) Family.X

    Set value at (loopindex, 1) Family.Y

    Set value at (loopindex, 2) Family.UID

    Hope that helps.

  • Depends what you will do with the locations. You get all the XY positions to an array if that's what you mean for later use.

    The use. Call a function to do it when you want.

    On Function Name > Set the array size to: "Family.Count, 3, 1"

    Then subevent:

    For each Family

    Set value at (loopindex, 0) Family.X

    Set value at (loopindex, 1) Family.Y

    Set value at (loopindex, 2) Family.UID

    Now all the the XY locations will be saved to the Array if you want to use them later, and you can pick them again by using UID.

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tunepunk

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