2DManiac's Recent Forum Activity

  • NOVA IMPERIUM - DEVLOG

    Most recent showcase video:

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    Major Features Implementated in the latest version:

    - Galaxy Generation

    - Star Systems

    - Stars

    - Planets (last-minute implementation)

    - 3D Camera Control

    - Some Optimization

    OVERVIEW

    First of all I would like to thank Mikal and his/her team for opening up the Construct 3 Engine to new horizons and making something like this possible.

    This Thread will be a sort of Devlog type thing where I will occasionally update this post with the most recent version. The individual devlog Entries will be in the comments.

    Please feel free to leave a comment on what you think or any questions, I really don't want to feel like I'm talking into the void here haha. Any feedback is encouraged and very much appreciated!

    In case you're wondering why I don't have a Construct 3 License badge, it's because I have my construct 3 License tied to my company account, and I prefer posting with my personal account.

  • I completely agree, I have no such extensive experience in coding, but I've used Construct since its first iteration, and it's pretty much the best engine I've ever used.

    The selling-point of this engine is 100% its eventing system. There is nothing like it in my opinion. Even GDevelop, which is heavily "inspired" by Construct, doesn't manage to get it. And node systems like Game Maker and Unreal, make the process unnecessarily complicated. That's why I don't mind paying a bit more for this engine at the end of the day.

    Construct is almost like writing pseudo-code, that actually works.

    You just need to think of the underlying logic of your systems and it usually works out as you expect.

    I'm in the process of creating some interesting projects, one of them 3D, and while Construct 3 isn't really made with 3D in mind, the eventing system is just too precious. I would take 100x longer to make this on Unity on Unreal, so who cares if the graphics aren't as good. And to be honest, they're not bad at all actually.

    Honestly I think that if more investment was put into giving Construct a truly capable 3D engine, it would easily become one of the most popular engines out there, on par with the big 3.

  • As you know, sometimes Scirra releases official addons on certain updates that are not included in the engine and must be downloaded by the user (such as the Steamworks and Epic Games ones released recently).

    This makes sense to avoid drowning users with plugins they may not want to use, but generates an issue in which some useful official addon has been released, and users may easily miss it, or just don't remember its name when they decide to download it.

    For this reason, it would be great if on the Addon page of the website, there was an option to show official addons only (not counting with built-in ones) so that these are easy to find.

    Thank you.

    Tagged:

  • Hello, it seems like the Anisotropic filter isn't working as intended. I tried messing with the parameters and increase the filter considerably, but the results are really rough. It's creating these sharp scanlines and I don't know if that's caused by some parameter I have in the project, or the filter itself.

    I'd noticed recently when checking out examples that they suffered with far away textures being rendered this way, but thought it could be changed through the parameters.

    So far I've gotten the best results with no anisotropic filter at all. But still not very good, as the textures are still get a nearest neighbor-like interpolation.

    Any way to fix this?

    Cheers

    Screen capture of the result I got with the filter On: imgur.com/a/Eh5yJLQ

    (Don't worry about the Age Restriction warning on the gif, I think it's a safety measure because I uploaded without an account)

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  • I had already changed the fullscreen quality to low, so that wouldn't fix it, but the pixellate filter idea is really smart move, didn't cross my mind. It worked, I just gave the pixelate value the same as the zoom value and it works perfectly. Very well thought, thanks :)

  • Hey, I'm working on a pixel art project in which I need to rotate some sprites with a layer zoomed in, but the way the engine samples the rotated sprite completely breaks the pixel art feel of the project, making it look HD, which I really don't want, as it takes away all the retro feel of the game.

    Here's a sample of what I mean.

    1 - is How it looks like right now, 2 - is how I need it to look like.

    Is there a way to fix this? It rotates fine with the layer scale at 1, but when I zoom in, it gives off this bad HD kind of look.

    Tagged:

  • Thanks for the reply!

    I have to make specific code for each object, as each one as a different functionality, so it makes it easier to reference them if they are separate objects, otherwise I'd have to give each of the instances an ID and compare their id each time I'd want to reference them which would make it more difficult for me to work with.

    I wouldn't mind sacrificing that if it had an impact on performance, but if it doesn't then I think I'll continue with separate objects.

    Thank you for the insight!

  • Hey! I'm currently working on a piece of software and I'm creating a lot and I mean a lot of Slider Bar Objects as I have a lot of parameters to mess with. I am creating a new slider bar for each parameter as it makes it really easy for me to reference it. I was wondering however, if I used instances of a slider bar instead of an individual object for each slider, will this have an effect on the game's performance? Are 100 instances of one object faster than 100 different objects with only one instance? Or is it the same since they'd be changed individually anyway?

    Cheers!

  • Wow it worked perfectly! Thank you so much! :)

  • Thanks for the reply! Yes I took a look a it but I have no idea how to do it. How can I I feed the Recording URL to the Binary Data object?

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2DManiac's avatar

2DManiac

Member since 20 Jan, 2009

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