Vilehead's Recent Forum Activity

  • [quote:10v9ia4j]seamless layouts are made of reusable graphics that are repeated where needed

    as i said

    [quote:10v9ia4j]And its not a big deal if were talking about repeateble textures - for that theres Tiled Sprite obj - fine.

    i am already aware of that

    [quote:10v9ia4j]- big, huge, humongous drawn background? No problem, research parallax scrolling - move the background at very low rate, say 0.5%, and the background will move very slowly compared to the player on much, much bigger layout.

    but what if he wants to zoom? the pixels will hits he's face.

    I know how to simulate big layouts by playing with the speed and scrolling. The problem are maps which ive made beautiful in photoshop. Think: hand drawn or painting. theres no pattern there.

    [quote:10v9ia4j]- did I mention reusable graphics?

    yup =)

    [quote:10v9ia4j]- who needs background, anyway? paint it black and you have open space. Spawn some stars when in view. Voila.

    well for space its not that a big deal.

    BUT.

    look at this:

    <img src="http://imgsrc.hubblesite.org/hu/db/images/hs-2007-01-j-web.jpg">

    and then compare it to that:

    http://imgsrc.hubblesite.org/hu/db/imag ... es_jpg.jpg

    another note: the game takes place not only in space void. A huge part of the game, if not the main, is planetary exploration. and for that purpous i have created loads of preety planet maps such as this:

    http://img97.imageshack.us/img97/2548/texu.jpg

    [quote:10v9ia4j]- proximity preloading of graphics (load them when you get within range, they will be rendered when you get on-screen) - most seamless world games use this in combination with, guess what? Reusable graphics!

    hmm, that would actualy help? and by preloading you mean "visible"/"invisible" toggling? or dynamicly creating/destroying the slices objects?

    i know the best option would be to take all the parts ingame and arrange them with Construct as objects. But this option cant be used by me as i use 2nd party programs to render such images.

    for special effects i have very advanced and complex particles program, for terrain i have fractal based program. thats why i really cant deattach parts of the image like landmasses, islands ect

    another problem is: if i will use slicing method i will end with hell load of objects trashing my objects bar. to avoide this i would need to make one object with and make the parts of the image be a seperate frames inside this object. this way or another - lots of lots of ant's job.

    shame there is not such plugin that would "break" the object into smaller ones. or at least - some kind of folders in Construct object bar. with a complex layout it gets very messy in a very short time. being able to arrange them in folders would make it so much readble.

  • You know, i dont quit get it.

    i know its like the basics but i cant find a straight answear.

    In Construct, we are allowed to have a really big Layouts/Levels, but at the same time - we are discouraged to used big images as a backgrounds. Then whats the point?

    I am aware that there must be a proper method of doing big levels with big backgrounds, but how?

    If i have a big layout with huge image(s) the VRAM will choke like lungs-cancer. If i slice the images into smaler ones - then the performence impact will come from number of objects.

    I havent bumbed such issue with RPG Maker so i am asking.

    And its not a big deal if were talking about repeateble textures - for that theres Tiled Sprite obj - fine. but what if i have a beautiful, detailed, high resolution BG image - which i worked hard to create in PhotoShop. What then? How you manage with this issue?

    I am asking because the first thing that hit me in Construct was how big the layouts can be. and i thought - wow! finaly i will be able to use huge seamless areas, instead of spliting them into lots of small ones. I mean, come on - whats the use of a huge layouts if they have to remain empty for the sake of performence?

    I will be very greatful if you provide me with the method that my eyes and brain are missing.

    As always, i presume itll be very obvious. But still it slips my grasp.

  • [quote:3gnlnq9n]it is a shame that somebody who obviously has talent and skill prefers to re-invent the wheel instead of joining the scirra team to further push Construct

    my thoughts exactly.

    [quote:3gnlnq9n]I also have not found anything related to real-time image modification in Construct, GD provides some actions to modify Sprite's images at runtime ( See example "Destruction.gdg" ).

    this is what i am missing very badly in Construct. Canvas are really not enough for me.

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  • [quote:swkr3zqn]hey irbis do you know a technique in construct that I can make a terrain like a grass with different 'grass images' without creating 500 sprites?

    well all you need is seamless texture and perhaps this topic

    this should do if your grass texture is really seamless and good quality.

    but if you want the grass to be somewhat diffrent from time to time then... i dont know. you would need couple of seamless textures but with same looking main part and an array.

    but dont ask me, i am mearly a rookie here. Lucid, Newt, Tulamide, R0J0hound are the ones you should ask.

  • For the fog of war I use objects that simply disappears into contact with the hero. For the character it is 30 frames per second in its animation and I use the software "Poser".

    I agree with the effect of wall texture that leaves the ground when in motion but I have not yet found a way to "tilt". Any advice?

    ahh i see. i am asking because i am i need of FoW too but my layout is propably much biger then your world map and i was curious how big impact so many FoW clouds objects may have on the performence.

    Ohhh Poser! can you tell me, how easy is it to learn for a non-modeler person? i tried .blender and my brain melted thru my ears. I even checked demos of Maya, 3dMAX, Cinema4D but with similiar effect. And i am still looking for a software which would let me lay my hands on some kind human-like Characters models. Human-like characters are the only thing i am still missing. for my game.

    About the wall texutres... umm what you mean? Cave walls are okey, so are that vault-like doors. its just the blending(the valult doors look unnatural on the wall). and when i was talking about the ground i meant it doesnt look like a ground. more like a wall, as you cant observe any angle, which should be present even a bit, if the gameplay is topdown-isometric.

    hold on, ill give you an example of what i mean.

    i just made this terrain. here is a topview, just like you textures of the ground:

    <img src="http://img205.imageshack.us/img205/8330/sample10.jpg">

    its hard to gues the angle, or is it a wall, or a ground seen from above.

    this one is just edited a bit, with perspective scewing

    <img src="http://img18.imageshack.us/img18/4971/sample2n0.jpg">

    do you see the diffrence?

  • aaah thanks guys. i knew the solution must be be somewhere in front of my nose but i couldnt see it.

    Wiki dont even have "3D object" page and typing "3D object" in forum search engine told me to GTFO because its too common.

    thank you. now its works perfectly

    EDIT:

    well, almost. Emmm.... anybody knows why the object migh not be visible in editor but BE visible ingame?

  • How do you put the objects made in Blender to Construct?

    Construct can import .obj extension models. and .obj is preety much the most popular 3d model file type. (even google ScetchUp can open them)

  • Any combination of pitch roll or yaw will do that.

    Experiment till you get the speed right.

    well, i tried. and they didnt. from unknown reason Construct treats my model like a 2d sprite when pitching and yawing. so yes, it rotates it like a 2d sprite

  • <img src="http://upload.wikimedia.org/wikipedia/commons/6/6b/Planet_Terrestrial_Earth_Animated.gif">

    this.

  • > heyy

    >

    > I was testing the minimap obj, it's a very simple object and powerful, great job Scirra

    > but for my purpose it not working how I would it to be..

    > I'm trying to make a minimap of just a small area around the player, not the whole layout... example.. my map has 6000x6000 size, in the minimap it's showing all the area and my idea would it to show only the places,objects, etc, near the player..

    > is it possible? with a diferent object maybe?

    >

    > ty!

    >

    Of course it's possible, if you create a custom minimap. Which is simple enough actually, takes just a bit of math.

    Shviller, Arima and me have been messing around with a radar kind of minimap some days ago in the chat. For example: http://dl.dropbox.com/u/2306601/radar5.cap

    this is great!

  • Ive spent last 15 minutes digging in forums but i cant find any explanation.

    My question is: is it possible to rotate 3d object on Z axis? think: rotating planet.

    this is quite crusial for me. i either figure out how to rotate an 3d object or ill be forced to make a animated sprite... which is a bad choice thinking how many frames itll need to make the rotation feel smoth.

  • that shuttle/thingy drawing is just phenomenal

    your words makes me very sad

    [quote:1h9o99pq]Here are some screenshots and a technical demo of my game, as you've probably noticed, draws heavily on the first Fallout.

    and this actualy looks very promising.

    what technique you use for the FogOfWar? Canvas or Object?

    i would complain a little bit about that metal doors in the rock wall. they seems unnatural. you should perhaps put some kind of frame, like a conrate wall around it or something.

    The character animation is great. incredibly fluent and smonth. how may frames the character animation you used? the effect is awesome. did you used 3d modeling program? i am missing human models so nice as this SOOOO much

    about the texture you have used for the starting area... scew it a bit, to give it a sense of perspective, because atm i feel like i am runing on a wall.

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