brent_hamel's Recent Forum Activity

  • Hey all,

    Just wondering if there are any official channels for submitting a feature request for consideration, or if it's a case of just making a thread on it and hoping people notice it lol

    Thanks,

    Brent

  • I'm having this issue as well, I'm guessing no solution has been found yet?

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  • That's my current workaround, it mostly just seems like an odd limitation in the SpriteFont object. The Text object is undesirable as I do all my games at 240p and most webfonts just don't look good at that size. I prefer to stylize and design my own fonts around the specific game anyway (in combination with a "system font" that I use in everything). I'm curious if the functionality is possible, even if the use may be impractical...

  • Hey all,

    First off, apologies if this is answered elsewhere... I've been searching for a while now and haven't found anything.

    My question is:

    Is it possible to set a new SpriteFont Image and accompanying Character Set on the fly?

    The goal is for me to swap out different alphabets based on user-selected languages. The text content swaps out fine of course, but I'd really rather not have to have a new SpriteFont in the game for every different alphabet I may end up needing access to. Granted, I'm a long way off of any language other than English being used, but I'd like to build in this kind of accessibilty potential at the beginning, rather than later... So if its not possible out of the box, is it something I can tinker with in the plugin's code? I'm happy to make a duplicate plugin and play around with it, I just thought I'd ask first.

    Thanks in advance,

    Brent

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  • Hey all, so far I'm loving the 3D camera, but I'm curious about something...

    Using Advanced Random to generate a height map and then mesh distortion on sprites, I'm able to get a poly style terrain map working. However... any sprite that has a Z Elevation <0 seems to just lay flat AT Z Elevation 0...

    So then the answer is to raise everything up to like Z Elevation 256 or something, so I have room above and below the map's mid level, however, the higher the Z Elevation, the further away from camera the sprites clip out of rendering... They seem to at any Z Elevation but it's much worse when the Z Elevation is higher. The Clipping is noticeable even at the lowest...

    So my question is... Has anyone else encountered this is? And is there a way to expose the Clipping box for the camera? Nearest and Furthest distances, as well as the FOV for the camera? I'm using the event system as I know ZERO scripting in C3... that said, I did manage to make a rudimentary version of a 3D camera about a year ago using only events and matrix math, so my logic is pretty solid for the most part. I'm also well aware that this is a new beta object and nowhere near feature complete. My assumption is that I'll just have to wait for more versitility to be added to the object itself.

    Thanks in advance,

    Brent

  • Has anyone else experienced issues with the TiledBackground object creating a no load issue at runtime in projects saved prior to the mesh distortion update?

    New projects work properly, but I haven't loaded this existing project since prior to update, and first attempt to preview results in this error, where prior to update everything worked as expected

    Console Error:

    instance.js:4 Uncaught (in promise) ReferenceError: wi is not defined

    at TiledBgInstance._DrawStandard (instance.js:4)

    at TiledBgInstance.Draw (instance.js:4)

    at Instance.Draw (instance.js:8)

    at Layer._DrawInstance (layer.js:30)

    at Layer._DrawInstances (layer.js:28)

    at Layer.Draw (layer.js:26)

    at Layout.Draw (layout.js:28)

    at C3Runtime.Render (runtime.js:73)

    at C3Runtime.Tick (runtime.js:61)

    at C3Runtime.Start (runtime.js:35)

  • First off, I'm super stoked to see Mesh Distortion supported natively now, that's awesome!!

    Second, are there plans to make imagePoints work with distorted meshes the way the collision poly does?

    Third, are there plans to include the option to set Mesh Points manually in terms of hard pixels, as opposed to being related to the sprite's origin? For my use case it'd be much better to be able to say, set 4 corner points within the layout and then just allow the sprite's origin to sit within the center of those points.

    Fourth, is there any way to allow for the mesh points to be Z-Sorted or does this happen automatically based on Sprite rotation prior to distortion?

    Lastly, are there any other objects planned to received this ability? I'd love to say use it with 9-Patch or the Tilemap plugins.

    Thanks so much, and awesome job on implementation so far!

    PS: now I just need to wait for access to projection matrices ;) ( I've built in my own, but they're slow and not great lol )

  • So just a quick update, if, by any chance someone decides to google "Super Tobu" the first things that come up, are 2 fake GoFundMe campaigns using stolen assets from the Kickstarter page, and the KS Trailer posted on a YouTube channel other than "Fireskies Studios". So I guess its a bit flattering that people like it enough to steal it and try and make some money on it? Then again its also frustrating, as its hard enough to raise enough money to keep the project alive as it is, without others trying to take some for themselves... at any rate, please be on the look out for your own projects as well!! Guaranteed this is happening to many others!! If you're project is public in any way, google it often to catch theft early!

    Much love,

    Brent

  • Thanks so much for checking it out!!

    The game is currently targeted at PC first and consoles second, which I believe is listed on the Kickstarter page, but its near the bottom and so is easy to miss (something I can fix!).

    I'm so glad you're enjoying Mega Man X, its definitely an influence on Super Tobu Adventures! among other influences as well! I still go back to plug in my cart and it from time to time! Chill Penguin is the best ;)

    As for the art, all of the character and terrain art has been done by me, as well as the concept and promo art. I did however purchase the trees/rocks, and backgrounds from two artists on itch that do amazing work!

    itch.io/profile/anokolisa

    itch.io/profile/aamatniekss

    The intention is to redo that art in my own style however, but funding and time will play major roles in how that plays out. I also did all of the Foley and SFX myself, and worked with a close friend to develop the music together. I'd have done that myself also but just didn't have enough time.

    Thanks so much for taking an interest! I hope this answers some questions for you :) Have an awesome day!

  • Hey all,

    Just wanted to let everyone know that the Kickstarter for Super Tobu Adventures! is now live. Its been so much hard work. I hope some of you decide to have a look at it, as I'm really proud of how its turned out :)

    Thanks so much for paying attention,

    Brent

  • Hey all!!

    I just wanted to let everyone know about the game I've been working on lately...

    Super Tobu Adventures!

    Here's the official trailer on YouTube!

    Subscribe to Construct videos now

    Kickstarter: http://kck.st/3lHrWHY

    It's a 16-Bit+ action platformer. Made entirely in C3 (obvs...) and the Kickstarter launched a couple days ago. I dunno if it looks interesting to anyone, but any help sharing and spreading the word would be amazing!! I'd also love you forever for pledging as well ;) It'd be rad to see more finished C3 games out in the market, and I've love for this to be one of them!

    Twitter: twitter.com/FireskiesStudio

    Instagram: instagram.com/fireskies_studios

    Itch.IO: fireskiesstudios.itch.io/super-tobu-adventures

    The demo is out of date, due to the time and energy it took to get the KS ready... but now that its launched, the demo is next in line!

    Thanks for paying attention :) The community on these forums has always been amazing for as long as I've been here. I may not come around for long gaps of time, but every time I come back, its so warm and welcoming, that it feels like I never left :)

    Love

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brent_hamel

Member since 31 Dec, 2009

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