Arima's Forum Posts

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  • Ashley I was wondering, did anything come of this? Or was there simply too much stuff in the .capx?

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  • Yep. You can even run them both at the same time.

  • C2 has a free version that you could learn the basics on. As for the tutorial, not that I'm aware of, sorry. You can try searching the forum.

  • Hey RacerBG, welcome to the community!

    1. What types of games can be done? 3D, RPG, FPS etc....

    Basically anything as long as its 2D. Technically, some 3D can be done, but it's not an easy process because construct wasn't designed for it. You basically have to code your own 3D engine with events, and that is a task that is not be underestimated. If you want 3D, you should really use something else like unity.

    2. With what to start - which tutorial, manuals.....

    I would actually recommend using C2 to learn on, as it has a manual and is quite similar to construct classic. Start here with the beginner's tutorial.

    3. Is there exist good documentation for CC?

    There is the wiki. Again, though, a lot of what is in C2 is very similar to what is in CC, so that would be a good place to learn for starters.

    4. Does Construct support some advanced functions for 2D/3D games?

    2D, yes, 3D, no.

    5. What experience must you have to do games here? A languages, scripts, arrays?

    You don't really have to have any prior game making experience.

    6. Construct Classic versus Construct 2 which is better for you?

    Construct 2. Better usability, less bugs and quirks, more actively developed and more frequent updates, exported games run on more platforms, can paste stuff between projects (can't do that in CC - don't try, even if it seems like it works it's an unfinished feature and can royally screw up a project), easier to reuse code, etc.

    The only downside to C2 is it's still relatively early in development, so it's missing some features like families, which allow you to use one piece of code to control multiple objects, though those are being currently worked on as the next feature.

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  • Nobrowser2, that's an example of what I was talking about, how rudeness doesn't make people want to help you. Simply learn from it, don't retaliate and let's address your issue.

    Most keyboards have a problem with having more than about three keys pressed at a time, so having both sets of controls mapped to a keyboard might not work unless you have a gaming keyboard which supports that. Bypassing the keyboard with joytokey would get around that issue, though.

    Have you tried the input system plugin? I think it will do what you want with two analog sticks with two gamepads.

    Edit: Also, if you lash out at another user, you're at least temp banned.

  • Set the volume using actions, like set master volume to: XAudio2.MasterVolume-100*timedelta

  • The answer is what you said - it's an unfinished feature and doesn't work.

  • As far as I know though, webstorage can't be transferred, so it won't work for things like level editors. The only way I've determined to get it to work is using the CSV plugin, which turns a 2D array into a string, copying the string and pasting it into a 'load table from JSON string' action.

    If it doesn't work, all " need to be doubled to "".

  • Hmm... would an NaCl runtime work in an a awesomium wrapper then? Since I've heard NaCl apps have only about a 5% performance hit from native code, that might be a way to hit every platform that chrome runs on basically natively with one exporter.

    Also, what platforms could an NaCl wrapped game run on? Would that work for iOS and android?

  • Sweet. I like that idea. I was hoping you'd make an official wrapper!

  • Not currently. Eventually though, with the exporter development kit, it might be possible for someone to write an exporter that does it.

  • I don't think there's a way to differentiate between two keyboards on one computer, so if you use the keyboard, you'll have to map to different keys for player 1 and 2, like wasd for directions for p1, arrow keys for p2.

    As for controllers, I haven't used them, but you can try the xbox 360 controller object, the input system plugin or joytokey (google it).