another wave of Various Questions

For questions about using Classic.

Post » Fri Nov 19, 2010 9:56 pm

[quote="DravenX":3qyxmt9k][quote:3qyxmt9k]So what you do is make the extraction, resize the files to whatever size you want it to be in your game window, and then run the frames as an animation. It works flawlessly. Here is the software suite:
[/quote:3qyxmt9k]

Yes that will work but you wil end up with one big capfile.I tried this method and the cap was about 100 megs just for one intro.And not to mention the amount of vram it eats up.My 4GB card could hardly handle the intro nevermind the whole game.the video was a mere 320X240 resolution vid.[/quote:3qyxmt9k]

That can be true, but a lot of that depends on several factors:

1. The quality of the .jpg's themselves. This can be controlled/cut-down by the developer.

2. The data in the .jpg, also dev-controlled.

3. The number of frames used. This too can be controlled by the developer. For example, I took a video that was 150 megabytes and extracted only a certain number of frames, resized and degraded when necessary. The resulting sequence of frames came out to just 2 megabytes.

Also consider that some people make larger games than the norm with 2D creators. My last project made it mandatory that there be lots of animations and therefore lots of animation frames. If one makes an FMV game or uses video in their game in general, they would expect to be making a bigger game than normal anyway, so the only time this could really become a game-killer is if the size were unexpected. The major objective here is for the developer to figure out how to reduce the size and still maintain a high-quality... it's the same challenge FMV game makers had back when they were still highly visible in the market.
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Post » Fri Nov 19, 2010 10:14 pm

[quote:2qhycts8]1. I no longer use the AVI object, the timeline bar it has is a deal-breaker, and there probably won't be any upgrades to the object again. No problem however, because a guy sent me a pm about some free software that will perfectly extract every single frame of a video and export each frame as a .jpg file. So what you do is make the extraction, resize the files to whatever size you want it to be in your game window, and then run the frames as an animation. It works flawlessly. Here is the software suite:

http://www.dvdvideosoft.com/free-dvd-video-software.htm

With this, you'd easily be able to make FMV games, or use super high resolution animated video as your in-game background.[/quote:2qhycts8]

i know how to break animation/movie into frames, but thank you anyway. my question is - are you aware how much space it takes? even with a "slideshowish" 1frame/second a 1 minutes long "movie" will need 60 frames. now get this: my intro is almost 5 minutes long and has been recorded and directed for 60FPS. now thats 300 seconds x 60 frames per one. thats 18 000 frames dude. 18k images. now add 48000freq 32 bit float audio and youll end up with blue ray-size video.
even if i would make then jpg and kick all the needless parts thats still a massive weight. the lone intro would propable weigh more then the actual game.

seriously, cut this for me http://www.viddler.com/explore/irbis/videos/1/
and tell me how it came out. thats my intro
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Post » Fri Nov 19, 2010 10:22 pm

Learn al there is to learn about Python.You can do some amazing stuff when you combine python scripting with Construct.And it's not as difficult as the dreaded c++ language.
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Post » Fri Nov 19, 2010 10:26 pm

[quote="DravenX":2lh0prjn]Learn al there is to learn about Python.You can do some amazing stuff when you combine python scripting with Construct.And it's not as difficult as the dreaded c++ language.[/quote:2lh0prjn]

learning Python defeats the purpous of learning Construct wont you agree...? if i would be able to learn ANY programing language - i would do that long time ago. i am here because i HAVENT, and i cannot now. simple as this.
but you can help me if you wish. as i understod you have the skills of Python scripting.
i would be most greatfull.
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Post » Fri Nov 19, 2010 11:02 pm

Well the simplest way is to use the avi object.Examine my tutorial which i have uploaded.It shows a full video within the window and that's done without any python scripting.And learning Python is part of learning how Construct works as well.Most of my problems were solved by using python scripting.

As for teaching you lol i would probably confuse you more than teach you anything.There are tutorials on the wiki and google.

[url:2fscsnl4]http://dl.dropbox.com/u/7658043/VideoExample.zip[/url:2fscsnl4]
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Post » Sat Nov 20, 2010 12:59 am

[quote="irbis":3l6c2r9c]
i know how to break animation/movie into frames, but thank you anyway.[/quote:3l6c2r9c]

Yes, I'm certain you did, but perhaps not in the context of Construct as I explained since you are new to it, hence my suggestion.

[quote="irbis":3l6c2r9c]
my question is - are you aware how much space it takes? even with a "slideshowish" 1frame/second a 1 minutes long "movie" will need 60 frames. now get this: my intro is almost 5 minutes long and has been recorded and directed for 60FPS. now thats 300 seconds x 60 frames per one. thats 18 000 frames dude. 18k images. now add 48000freq 32 bit float audio and youll end up with blue ray-size video.
even if i would make then jpg and kick all the needless parts thats still a massive weight. the lone intro would propable weigh more then the actual game.

seriously, cut this for me http://www.viddler.com/explore/irbis/videos/1/
and tell me how it came out. thats my intro[/quote:3l6c2r9c]

As I stated before, space is project specific and so are the ways of cutting it and reducing space, so the only people who would be aware of how large something is going to be, are the people working on that specific project. There is no way I would've known how long your video is, so there was no way for me to make an estimate on space, only you would've known that.

It obviously goes without saying that something as long as 5 minutes is a different situation.

That said, looking at your video, it's long but it's not complicated at all. I was under the impression that it was a video with a ton of characters and action going on. But it's instead a lot of static shots that Construct can handle just fine, text over the top, some simple scrolling in some shots, and some light flashes with some music in the background. This can all be reproduced in Construct without the need for video, by using scrolling within each layout where scrolling applies, events to control text and movements, and the audio object.
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Post » Sat Nov 20, 2010 10:05 am

[quote="MrMiller":1uq42f6a][quote="irbis":1uq42f6a]
i know how to break animation/movie into frames, but thank you anyway.[/quote:1uq42f6a]

Yes, I'm certain you did, but perhaps not in the context of Construct as I explained since you are new to it, hence my suggestion.

[quote="irbis":1uq42f6a]
my question is - are you aware how much space it takes? even with a "slideshowish" 1frame/second a 1 minutes long "movie" will need 60 frames. now get this: my intro is almost 5 minutes long and has been recorded and directed for 60FPS. now thats 300 seconds x 60 frames per one. thats 18 000 frames dude. 18k images. now add 48000freq 32 bit float audio and youll end up with blue ray-size video.
even if i would make then jpg and kick all the needless parts thats still a massive weight. the lone intro would propable weigh more then the actual game.

seriously, cut this for me http://www.viddler.com/explore/irbis/videos/1/
and tell me how it came out. thats my intro[/quote:1uq42f6a]

As I stated before, space is project specific and so are the ways of cutting it and reducing space, so the only people who would be aware of how large something is going to be, are the people working on that specific project. There is no way I would've known how long your video is, so there was no way for me to make an estimate on space, only you would've known that.

It obviously goes without saying that something as long as 5 minutes is a different situation.

That said, looking at your video, it's long but it's not complicated at all. I was under the impression that it was a video with a ton of characters and action going on. But it's instead a lot of static shots that Construct can handle just fine, text over the top, some simple scrolling in some shots, and some light flashes with some music in the background. This can all be reproduced in Construct without the need for video, by using scrolling within each layout where scrolling applies, events to control text and movements, and the audio object.[/quote:1uq42f6a]

first of all - sorry if i sound rude. thats not my goal or target.

about the bulding avi on engine... i done that before. actualy, the intro was buuild up on RPVX engine. but you see, it took me over a week to set everything in order. i know it can do the exact same thing in Construct from the very first moment ive seen its structure. but it doesnt change the fact - why build a house when you already have one? in game developing i always aim at efficiency. to not waste time for needless work, when it can be done just as good but in shorter time. thats how i roll.
for examples. i have literaly bazzilion of sprites and i can create any animated sprite of buldings, structures, any creatures, all kinds of vehicles(flying,swiming,driving, space) all of them being 3D renders converted into sprite sheets. and all that without a single "expirience point" in 3d modeling. ofcourse i can waste half a year learning .blender. but why would i when i can have everything i need without it?
Thats not a show off, just describing how i see things. thats mostly because i had been working as a payed game designer in my past(just for less then 2 years but still) and my work-methods aims always for the best productivity.
i am not interested in "making games", i am interested in "finishing games".
my game, its story, skill tree, tech tree, upgrades, planets, systems, alien rases, ships, creatures, artifacts, skill system, expirience system, damage system, battle system, mining system, crafting tree - it is ALL already writen and solid. i have 60 pages long, writen with font size 12 huge Word file containing the whole game, described and planed from the base to the roof. i dont design the game "on road". i write the game on paper, then translate it on computer.
my project is much more organised then it seems at first.

and back to topic heh... i know how to make the movies INSIDE Construct. i can do that anytime. he thing i DONT know i how to make the Construct play movies. both will lead me to the same result - having working in game movies - but second will also reward me with new knowledge, when the first is just repeating what i know already.

[quote:1uq42f6a]Well the simplest way is to use the avi object.Examine my tutorial which i have uploaded.It shows a full video within the window and that's done without any python scripting.And learning Python is part of learning how Construct works as well.Most of my problems were solved by using python scripting.[/quote:1uq42f6a]

sadly the avi tut doesnt work for me.
a new window is poping up with label
[code:1uq42f6a]Aplication 1 (DX9 Runtime)
and message: Video is not available, decompressor "vids:IV50" could not be found.[/code:1uq42f6a]

the sound is playing though. but badly (its being riped from time to time) and actualy - none of my video players play the file also (lol) which are Media Player Classic, AllPlayer, Bestplayer.


but anyway, my question is - do YOU know how to make an avi file be played within the game the way i described previous using Construct?(fullscreen, no timeline, buttons, end on "any key" pressed).
because currently - thats all i need from Python IF he actualy is the solution. i value my brain space and i always try not to trash it with knowledge i will use just once and never after.
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Post » Sat Nov 20, 2010 11:14 am

ok the video codec is intel video 5.10 pcm sound compression.Divx avi Does not seem to work with the avi object ,So i had to choose the standard windows codecs.

And just to be very clear Construct is still in it's beta form.Yes it is a wonderful program but it still lacks a few keypoints like creating proper video intro's etc...,And it's Free.Personally i don't like fmv intro's,Id much rather spend more time in creating more game content than worrying about fancy 3d fmv intro's.

I always skip the video intro's of games anyway.
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Post » Sat Nov 20, 2010 2:58 pm

[quote="irbis":1q9f2noo]
first of all - sorry if i sound rude. thats not my goal or target.

about the bulding avi on engine... i done that before. actualy, the intro was buuild up on RPVX engine. but you see, it took me over a week to set everything in order. i know it can do the exact same thing in Construct from the very first moment ive seen its structure. but it doesnt change the fact - why build a house when you already have one? in game developing i always aim at efficiency. to not waste time for needless work, when it can be done just as good but in shorter time. thats how i roll.
for examples. i have literaly bazzilion of sprites and i can create any animated sprite of buldings, structures, any creatures, all kinds of vehicles(flying,swiming,driving, space) all of them being 3D renders converted into sprite sheets. and all that without a single "expirience point" in 3d modeling. ofcourse i can waste half a year learning .blender. but why would i when i can have everything i need without it?
Thats not a show off, just describing how i see things. thats mostly because i had been working as a payed game designer in my past(just for less then 2 years but still) and my work-methods aims always for the best productivity.
i am not interested in "making games", i am interested in "finishing games".
my game, its story, skill tree, tech tree, upgrades, planets, systems, alien rases, ships, creatures, artifacts, skill system, expirience system, damage system, battle system, mining system, crafting tree - it is ALL already writen and solid. i have 60 pages long, writen with font size 12 huge Word file containing the whole game, described and planed from the base to the roof. i dont design the game "on road". i write the game on paper, then translate it on computer.
my project is much more organised then it seems at first.

and back to topic heh... i know how to make the movies INSIDE Construct. i can do that anytime. he thing i DONT know i how to make the Construct play movies. both will lead me to the same result - having working in game movies - but second will also reward me with new knowledge, when the first is just repeating what i know already.and message: Video is not available, decompressor "vids:IV50" could not be found.[/quote:1q9f2noo]

Outside of the examples you've been given and Draven's examples and suggestion to use Python, there are no other options. If you hate language programming or just don't have the time to learn it, then your only other option is to rebuild the intro in Construct.
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Post » Sat Nov 20, 2010 3:13 pm

theres also a 3rd, which almost all of you are missing, and i am not sure why:
someone will help me.

i know i would.
after all this is how "community" is supposed to be.
on diffrent GameDev forums it works perfectly. why most of you here work alone?
like a bounch of hermits living on secluded islands.
dont feel offended by my words, its just a view from outsider perspective.
you may be used to how it is and you are not aware of it, but for me it literaly hits the eyes.

[sorry for this off-topic btw. but then again - i am de-railing my own thread so i am the one who suffers the most ;) ]
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