TheBen's Forum Posts

  • Re-uploaded it on Dropbox, see if it still works:

    https://www.dropbox.com/s/2wl8039eqgpvb ... s.rar?dl=0

    Jeez, it's been three years since I last posted this and people are still using it? That's great news.

  • If you want to do both vertical and horizontal shaking, use different period values for both. Otherwise, it'll just shake diagonally.

    Should be a bit faster than this.

  • That's pretty darn cool.

  • From a technical aspect, larger levels shouldn't be much more taxing than smaller levels if you employ some eventing tricks (i.e. don't update off-screen events if you can). From a game design perspective, it depends on the pace of the game you're trying to make.

    If you want to make a game with a certain amount of exploration ("Collect as Much Treasure as You Can in 3 Minutes!"), using a large level and a fair amount of time to find everything might be ideal. On the other hand, if your game goes along the lines of "Collect all 5 Coins in 10 Seconds!", then you want to make sure that the player knows exactly where the coins are and can figure out how to get to them fairly quickly. The easiest way to do this is to use a screen-sized level.

    In terms of load times, I'd only worry if you have to load many types of objects; that is, you have to load a lot of images from sprites or backgrounds at once. After an image is loaded, it's stored in the player's computer, so you only have to load an image once. This means that if you use the same assets from level to level, load times are extremely low.

    ... I think. Let's hope someone who knows the engine better than I do responds to this topic.

    Hope this helps.

    --Ben

  • Thank you, madame. This isn't exactly a super-original shader, so credit isn't necessary if you're using it in a game. (Probably should have included that in the original post, actually. Thank you for reminding me.)

  • BIG BLEEPING BLURS

    Do you have a hankering for massive, screen-obscuring blurs? Well, these two shaders are for you - yes, you! - to enjoy in all their giant-ness. However, big blurs require a big GPU investment - each of these is about twice as intensive as a regular blur, but can be up to 8 times larger without any major loss in quality.

    Features

    • Comes in two flavors: horizontal, and vertical. I'm not making a single omnidirectional shader; you'll just have to stack them.
    • Blur size can be adjusted, but there's a loss of quality at higher sizes. 400% is a good maximum size for most images.

    Download

    https://www.dropbox.com/s/2wl8039eqgpvbv9/Massive%20Blurs.rar?dl=0 (RAR File)

    I don't frequent these forums too often, but I'll try to reply to any questions, concerns, or critiques in a timely fashion. College may get in the way of that.

    EDIT: You do not have to credit me if you use this shader in your project, as it's not exactly super-original or interesting. Wouldn't be bad, but not necessary.

  • I knew about the Philharmonia before this, but I didn't know that there were Kontakt shells. This will speed things up greatly - having to plug all the samples into DirectWave was a real pain in the butt. Thanks!

    I'd also recommend the Sonatina Symphonic Orchestra (http://sso.mattiaswestlund.net/). It's a great library for the price (free), even outperforming some commercial libraries in terms of sound quality.

  • While I agree with the others on Audacity, I'd also recommend FL Studio (demo version). It has some high-quality reverb and some plugins (granular synthesis, additive synthesis) that you can't find in Audacity, although it's not an audio editor as such.

    With that said, I'm way more familiar with FL than I am with Audacity, so I could be wrong on that note.

  • Hey, Signal.

    Setting the rectangles' angles to

    180 + random(180)

    should give you an angle between 180 and 360, that is, between -180 and 0. I cannot yet load the cap you posted due to not having the latest Construct Classic, but I've made a similar model with my version, and it appears to work well enough.

    Hope I could be of help.

  • Let me try to keep this, ah, quick...

    Is there going to be scripting (a la Classic's Python scripting, i.e. in the event editor) in C2? I personally thought that Classic's scripting system is very rough and even buggy at times (which is understandable, since you guys spent so long making the event system shine as it does), but I know that having some sort of scripting in C2 (any language; I'm flexible) would be great for me - I can do a lot of things quicker by scripting than I can with events.

    With all respect,

    TheBen

  • Nothing is as ever as good as it seems, in my experience, but C2 and Classic are both great development platforms for indy game designers. It is arguably not as flexible as coding your own game/engine from scratch, but that would take years of expertise and probably a lot of code (and you can write low-level plugins in Javascript to do just about anything, I suppose).

    A tetris-style game is definitely possible in Construct 2 if you're good with events (and that's not too big of an "if"!). I mean, it is going to take some work (all games do), but if you're even slightly more diligent than I, you will be fine.

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  • I make a lot of music myself, but there is a good source for RPG/Horror music called Presence of Music, that I've seen used in RPG Maker games like Finding Eden. Has great sample quality, a lot of awesome, etc. etc.

    I should be putting up a topic showcasing my own music at some point in the near future. If you have the time, please check it out and critique!

  • Don't worry, it happens to all of us, especially when you're just starting out. :)

  • Ni-ice!

    Good work, you two - now go kick Game Maker's butt!

    (Also, EXE exporter, but that's neither here nor there. Just forget I said anything, alright?)

  • Daniel Remar's Iji.

    One of the best games I've ever played. End of story.

    Granted, no one really knows about it, but who cares?