Making outer space look as cool as possible (also: Skyboxes)

For questions about using Classic.

Post » Thu Oct 22, 2009 5:37 pm

Hey fellas.

I have this SHMUP I've been working on on and off over the past few years. During this time I've switched toolkit and/or programmer maybe four or five times before finally finding and settling with Construct. It's an awesome toolkit, and I have no doubt that I'll be able to finish the game this time.

So.

As the game is a space shooter and Construct is a highly versatile toolkit, I would like to make the game look as mindblowing as possible. I've only scratched the surface of what Construct can do, so I was wondering if you could give me some tips on how to create vast space sceneries, scrolling stars and random space elements?

How would you develop a space games? Any cool effects you can recommend?

I'd also like to know how to implement skyboxes, because my current idea for the main menu is to have it located inside a skybox, and allowing the player to look around in this constricted "outer space room" by navigating the menu. Like say that for instance the topmost parent main menu (New game, load game, quit etc.) is located in a specific area of this space view, clicking one of these options would pan the camera to a diferent area of the room where the menu options are then displayed, and so on.

How do you make a skybox?

And also, any thoughts on making a space game in general? How would you do certain things? Any cool effects you can think of?

Thanks in advance.
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Post » Thu Oct 22, 2009 8:57 pm

I have never heard of a skybox in a 2D game, please explain.
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Post » Thu Oct 22, 2009 9:46 pm

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Post » Thu Oct 22, 2009 11:46 pm

Did you make that in Construct? Is that a 2d effect or is it a model?
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Post » Fri Oct 23, 2009 12:16 am

It's a Construct demo from the frontpage.
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Post » Fri Oct 23, 2009 2:12 am

Oh, ok. I had never seen it before. I'm not sure of the specifics on that, but I'm curious as to any practical application inside a game. Construct has extremely limited 3D support.

What I would suggest is you look into some parallaxing effects to create a cool star field. You could generate space objects randomly and even look into adding some distortion effects when your player approaches certain objects (black hole, whatever).

Btw are you Drule from GW?

EDIT: Oh, sorry, I misread. I see you only want to use it for a menu. Cool idea. I've never created a skybox before, but your best bet might be finding some and opening them up in Photoshop to see what they look like and how they wrap.

As far as placing buttons and such inside the skybox.. hmm.. I'm not sure. You might just be able to play them on a layer over it and pan accordingly, but that might not achieve your desired effect. Have you tried opening the .cap of that demo? It might provide some more insight.
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Post » Fri Oct 23, 2009 10:27 am

I fiddled with that idea before. If it is only for menu screen, then I suggest a tiled background covering the whole screen.

Now, you can make it scroll over time, using offset of the tiled background. Be creative; use sine movement, etc., I ended up making the starfield move around gently as if I was looking around.

Also, there is Perlin Noise plugin by Arsonide, if you want more "random" stars, it is not difficult to use. You can use the same seed number to generate same stars, too.
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Post » Fri Oct 23, 2009 12:15 pm

Yeah I don't know about that, math isn't my strong side. I'll do my best though.

Also, I threw together a mockup.

http://junk.drule.net/space.exe (press 1, 2 and 3 to alter views)

It's kind of laggy though, probably due to the large size of the backdrop image.

Any ideas on how to reduce these problems?
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Post » Fri Oct 23, 2009 1:23 pm

It doesn't lag for me, but it is much more helpful if you post the .cap so we can see exactly what you've done.
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Post » Fri Oct 23, 2009 3:14 pm

You should have each menu item be a planet, that'd be cool.
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