Gillis's Forum Posts

  • In my humble opinion as a creative duty you need to stay true to your style but exercise enough experimentation to learn new things and expand your skill-set.   I would love my game to look like Baulder?s Gate but pre-rendered graphics are not my forte. Find what your good at and capitalize on it, that?s just good business sense.   If you are good at sketching in pencil? maybe your game can look like a sketchpad.    If you are not right-minded (creative) then draw on your programming and organizational skills to ?paint? in a methodical manner. When I draw I am constantly tweaking little details. If I don?t like a certain part I redraw it and throw it out. The most valuable ability an artist can have is a subjective eye. Don?t be married to you initial design. Don?t waste 5 minutes sitting there starting at a bad idea.   When something clicks you?ll know it. When the game is done, it might not have the best graphics in the world but you will know that you did your absolute best and to you it will be great. One thing that can give you freedom is to break the rules. Ashley might cringe if he reads this but? Learn the a technologies limitations and then push them, ply them, and see how far they will take you.. However? Don?t abuse an ?effect? just because it?s there.

    Most of all have fun!

  • Thanks guys. Good idea! I hope to have a working demo up soon!

  • Here is my game <font color="BLUE">Luna Shattered Hearts</font>.   I am spending a TON of time on graphics!

    [TUBE]http://youtu.be/mvVjAJzW2Ps[/TUBE]

    Watch on Youtube

    <img src="http://fc06.deviantart.net/fs71/f/2012/324/2/9/luna___game_footage_3_by_iith-d5lmbub.png" border="0">

    <img src="http://fc02.deviantart.net/fs70/f/2012/324/3/c/luna___game_footage_2_by_iith-d5lmbql.png" border="0">

    <img src="http://fc07.deviantart.net/fs70/f/2012/324/b/7/luna___game_footage_1_by_iith-d5lmbm0.png" border="0">

    I am keeping updates here:

    <font color="CYAN">My Twitter</font>

    <font color="BLUE">My Deviant Art Blog</font>

    Thanks for Looking!

    Gillis~

  • I am making an RPG. Check my journal on deviant art..

    http://iith.deviantart.com/?rnrd=16464

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  • Perfect. That worked. Thanks.

  • Sorry guys... my Capx is 60MB. (Msg me Ashley if you want it. I can upload it to my FTP for you if need be.) I am rolled back to r90 right now and not too worried about this. This was mainly a courtesy FYI

    In r90 I used FullScreen on scale mode in r90 with success. I did not updated to r91,or r92. I did update to r93 today. I noticed it was a little better performance. The one observation I made is that in r93. The stretch(on scale) video mode causes my menu images that used to be centered in r90 to be down and to the right. The primary trick I used in r90 to center was (WindowHeight - self.Height) When it comes to r93, It will not scale with the on scale... or what is now called stretch. The other modes seem to be fine... but it looks like the ability to use (WindowHeight) & (WindowWidth) broke in r93

    Here are some code examples of what I was doing to center my custom built menus. However, you can duplicate this easily by centering an image every tick in r90/r93 with the following "Heuristic"

    I made a menu that was an image put in the middle of the screen with an "Set Position" every tick.

    Menu Background image used to be set up like this:

    New X Co-Ordinate in Pixels:

    ((WindowWidth - self.Width)/2) + 400

    New Y Co-Ordinate in Pixels:

    ((WindowHeight - self.Height)/2) + 300

    Cursor was setup like this:

    New X Co-Ordinate in Pixels:

    ((WindowWidth - self.Width)/2) + (400 - 419 - 52) + (52 * CursorX)

    New Y Co-Ordinate in Pixels:

    ((WindowHeight - self.Height)/2) + (300 - 483 -52) + (52 * CursorY)

    I would Create menu items dynamically like this:

    Create object    Inventory_HUD2 on layer "HUD" at ((WindowWidth - Menu.Width)/2) + (52*(MenuArray.CurY+1)) +304, ((WindowHeight - Menu.Height)/2) + (52*(MenuArray.CurX+1)) + 40

    If I use r93 and run the game and pull up the menu and start playing around with the windows size it scales funny until I scale it down to the default unstreched size of 800 x 600.

    I love Construct! Keep up the good work guys!

    Specs:

    Windows XP SP3 (Confirmed on my Windows 7 box too)

    AMD Radeon HD 6670 w/ Latest Driver

    4GB Corsair RAM

    Tested with both:

    Chrome 19.0.1084.52

    Firefox Aurora

  • I will move mine to a new post sorry guys.. I thought this was related.

  • EDIT: moved to new thread.. This was not related like I thought.

  • Your post helped me bigtime. thanks!!

  • I have figured out how to get around this problem ... kind of... make the background image bigger than what you will show. That way instead of seeing white you will see the extra edge of the image. I hope that makes sense

  • OK. Somehow it bogs the cpu down when I go global. Let me double check a few things. r87

  • Is this still in progress? I would love to be able to transport my inventory array between layouts.

    I am thinking I might be able to get away with reconstructing the array between maps by using a FOR EACH with a "Pipe" delimiter...

    Something similar to

    ArrayPass0 = ArrayPass0 & "|" & MenuArray.At(MenuArray.CurX,MenuArray.CurY,MenuArray.CurZ)

    Then for each on paramater of xyz for

    tokenat(arraypass0, loopindex+1,"|")

    ...on the other map

    No luck yet.. but thats my ideaw

  • thank you

  • Thanks. Construct 2 is making my dream of making this game come true.

    It makes it so that an artist with basic to intermediate programming knowledge able to do amazing things without relying on anyone else. >.<

    But thanks again!

  • Recreating worked. i am sure it was something obvious that i will never know. Big thanks kittiewan!