Jerbens's Recent Forum Activity

  • damainan! I saw your videos but never got to try your demos. I am SERIOUSLY wondering what kind of formula it takes to get the effect you had in your game. is the movement just a bullet?

    I would like to use that sort of fake 3D to add perspective for my pinball engine, but I have no idea how to change the Z based on the Y position (which would be hard to map that to a normal movement. does your engine support Z-layering too, or is it just sending to the back when they rez?

    I would love to see what you got going now that you're struggling with. 1 because I haven't been able to test your engine out yet, 2 because you speak of mode 7, but that was confirmed unsupported. Unless you mean procrastinator's effect, which isn't quite mode 7 in reality

  • Is there another version of this "physics layers" demo? I really need it for a project

  • Procastinator...I may be wrong, but wouldn't the sinewave behavior be perfect for something like this? i mean if it scales and moves slower as the distance goes farther back, that's probably something that'd be perfect for the sinewave

  • Procrastinator, I'd very much like to see how you would make a psuedo 3d engine. I wish you luck

  • Unfortunately I also seem to have this issue. ATI Radion running windows 7 on an iMac

  • Retrodude, let me ask you something: are you referring to the warping of images in perspective (as if you took a flat image and tilted it) or the scaling of objects in space to give a look of distance (think of the trees in outrun)?

    There are two totally different concepts. they're often used together, but are not the same thing.

  • I'm wondering if it's possible for me to add some glide to the 8 directional behavior. I tried changing the bounding polygon, but when it hits a corner, it just catches and gets stuck. This can make future projects rather frustrating.

    What can I do to make it feel a little more "slippery", so it can go through corridors and such?

  • A good question! the answer is ease of use!

    First of all, the math that goes into making accurate perspective is over the average user's head, and for an engine that's built to be fast and easy to pick up, it would be REALLY beneficial to have some sort of in-built support of this.

    Also consider that, in order to have a proper 3d effect, all objects would need to have their z position sorted every tick. there is no current support for that without a plugin. You cannot do this with what's available by default as all that's available is "bring to front" and "bring to back"

    I may be asking this in the wrong section, though. perhaps the plugin section would be more fitting.

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  • Did you scale it down when you put it on your layout?

    Look at your actual sprite (not what's on the layout) and compare it to what you see in the compiled program

  • Hello! A friend showed this program to me as an alternative to software I currently use (Multimedia Fusion). Thus far, it's a very well made program, however: one thing is missing that I would really like to see implemented and I don't think it be out of the question: a point of perspective for pseudo 3D games.

    Going through the forum posts around here is telling me that I need to explain myself fully, so let me get started

    What I am suggesting:

    The point of perspective behavior/object is exactly that: it serves as a point of perspective that sprites can accurately scale/move in, giving a sense of 3D movement. This has been a common feature in 2D arcade games since the 80's and adds a classic charm to games that modern 3D games oddly lack

    you can see this effect in games such as:

    Outrun

    Space Harrier

    After Burner

    Rad Mobile

    Punch out!! (arcade)

    Power Drift

    and many more!

    What I am NOT suggesting:

    -Actual 3D/3D mesh support. Construct is a 2D engine! Often when pseudo 3D is brought up, arguments start about adding real 3D support and quickly derails. Please do not.

    -any sort of mode7/sprite distortion effect

    I cannot stress this enough. this is not what I'm asking for

    What the object/behavior should do

    the point of perspective would essentially act like a camera. it would be position-able, rotatable, etc. this 'camera' would automatically scale sprites based on their z position. This z position can be mapped to the prebuilt movements such as the 8 directional or even the physics behavior.

    -the object should automatically sort objects by their z position/hide them before they take too much cpu to render

    -to be able to adjust elements such as depth and angle

    Let me know what you guys think!

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Jerbens

Member since 8 Jan, 2013

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