alastair's Forum Posts

  • I would love to skew things.

  • spy84, pretty much all the best users from MMF2 have moved on or are moving on from it because it's such a pain to work with. Dungeon Dasher's for instance will probably only end up working on their Windows Exporter, whereas with C2 it's guaranteed to at least work on Windows and Mac.

    Clickteam basically decided almost a decade ago, to stop improving MMF2 and focus on exporters. Which is like if Ashley decided to stop developing Construct 2 at release 45 and then only developed exporters. (Although they did finally realise after seeing Scirra's excellent design that they should at least start making MMF3 which they've been doing for a couple of years, which is aiming to be similar to C2 in some ways.)

  • bjadams hopefully in a year or two!

  • , there's a difference between RAM and VRAM. Arima said the entire game is loaded into RAM but with layout-by-layout only the current layout is loaded into VRAM.

  • Nicely said Arima, I agree.

    tomsstudio, awesome! Would be cool if you got Scirra to hire you.

  • Doesn't matter how you get the images into Construct 2, they're treated the same once they're in. It's how you export the images when exporting from Construct 2.

  • For offline/nodewebkit, does each exe use a different storage file thing? (so we don't need to worry about conflicting keys.)

  • Ya, I'm not fond of company/whatever cutscenes at all (unless it's used inplace of a loading screen). It's okay/cool the first time you open a game, but watching it 5 (and with games you love 1000) times is entirely unacceptable and adds up a lot over time where people are tired of watching (and even pressing a button to skip it gets tedious). Menu work etc. should be as efficient as possible, so that the player is in the game ASAP!

    Ideally viewing credits by itself should be optional, don't force it on the player and waste their time if they're not interested. Or have it small somewhere, like in the corner of the menu for instance. (I feel the same way about advertisements taking up the entire screen though.)

  • I wonder if they'll want us to send in mappings for our controllers with this new input method?

  • Thanks. It still feels vague though:

    [quote:g7ng7pwp]If Is overlapping (or On collision) comes after another condition which has picked certain instances, it can no longer use collision cells.

    Does it have to ALWAYS be at the top of an event, or are there exceptions? Does the "picked certain instances" refer only to conditions belonging to the instances in the overlap, or is it conditions picking anything at all (even if the instances weren't included in the overlap)?

  • Use "low quality" mode if you won't no difference between window/fullscreen.

  • Arima, is it still bad for you in Chrome 34/35? Maybe it'll still be an issue a while longer.

  • collision cells -- you may actually get a slower result if your collision events aren't top level (ie, if you are trying to narrow down affected objects thru other means).

    Has anyone shown an example .capx/events of this to illustrate it, or has Ashley explained that aspect of it somewhere?

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  • Thanks, I did everything except music. I haven't really done much drawing before so I just learned as I went etc.

  • But you have to be part of the 1% who have popular games for that to matter.