Arima's Forum Posts

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  • I also think you should leave the movement of the object to the person making the game.

  • That's been solved in C2. The only way around that problem in CC that I know of is to make your own level editor, which at least when I tried it making a basic one wasn't as hard as I thought it would be. I have been using construct a while, though.

    Basically all you need to do is make some controls to create/place sprites and tiled backgrounds, then save the locations and properties of each to an array. Then when loading a level at runtime, load the array and create the parts of the level from it.

    You can even build those controls into the game itself so you can edit levels while playing them!

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  • This is where you discover the awesomeness of inheritance layers. From the wiki:

    Every layer has a property titled 'Inheritance Layer'. Using this property, it is possible to display the content's of another layer - even from a different layouts! Just specify the (unique!) name of the layer you would like to 'inherit', and Construct will search for that layer in the entire application. This is very practical to make things like HUDs appear in multiple layouts without having to copy their containing objects.

  • Instead of having a comment action, I think comments should simply be able to be put anywhere - as events, conditions or actions. I also think it would be helpful to have 'post-it' comments for the layout editor as well.

  • C2 is.

  • Restickied. You can send me a PM next time so the thread doesn't get cluttered up with you asking me to resticky it over and over. :)

  • I don't know how many options, behaviors of Construct are generally used in games, but rarely used ones - like RTS bahavior - shouldn't get so much attention from developers, methinks. Rather, I would advise for C2 to aim for stability, but with less options. Thus perhaps creating big games wouldn't be a pain, and we could have some games for marketing purposes sooner.

    That's where construct two is already at. C2 is far, far more stable than CC was at this point in its development. With more development time, it can be both stable and have the same number of options!

    All these impressions rise a question in me: how much does Construct speed up game development- with regard that old 8 bit games were also created by 1-2 people ? Today's standard programming languages would be more time consuming for sure, but perhaps Construct needs almost the same quantity of efforts if it has born so few games.

    That's really not a correct way to think about it. As scidave said, there are many variables that contribute to how long a game takes to make, such as:

    • The scope and complexity of the game
    • The number of hours a person is able to put into development each week
    • The number of people working on the game
    • If they know how to properly use the tools they working with
    • If they know how to program/design software properly
    • If there is multiple people, if they know how the work as a team so work progresses smoothly
    • If they know how to properly make a game - making bad design decisions will make it take longer to redo them, or having an inefficient workflow will make things take longer to make
    • If they have the determination to push through when it gets difficult
    • How perfectionistic the people are

    It goes on and on. My experience:

    • Making one of the most difficult genres, an RPG
    • Not working on it full time
    • Making it almost entirely alone
    • Didn't know how to use the tools properly when I started, resulting in the game taking more than a year longer than it needed to with thousands of events more than the game needed
    • Had no idea how to program or design software properly
    • Coded some features that ended up being unused

    If you take a look at the credits of games, there are usually a ton of people there even for simple casual games. These are seasoned professionals who know their stuff and even then it still takes many, many man hours for them to make a game. A lot of us here are in the hobbyist number of hours even if we want to make commercial games at some point. A lot, maybe even most of those same people are trying to do the work of an entire team by themselves.

    TL; DR: games take a long time to make, and in my opinion, the better you know how to use Construct, the quicker Construct makes it to develop a game.

  • I was wondering, it appears that accelerometer data is part of the W3C spec. Could it be implemented in to C2 for HTML5 games as well?

    js-html5.com/post/3087648159/device-orientation-with-javascript

    albertosarullo.com/blog/javascript-accelerometer-demo-source

  • I took a 1920x1080 monitor and put it on its side, and rotated the display via the nVidia control panel so my monitor is 1080x1920. It's awesome how much code is on the screen at once.

  • I dunno, the shade of blue seems a little cold. Maybe a bit closer to the blue in the "we want OGG" banner?

  • Haven't been able to reproduce it in a fresh capx, but here are the error messages that I got after double clicking the condition "left mouse is down," clicking back twice, selecting touch, then selecting on touch start.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot add triggered condition to block with trigger incompatible

    Condition: !HasAnyTriggerIncompatible() || (old->IsIncompatibleWithTrigger() || !replacement->IsTrigger())

    File: Projects\EventBlock.cpp

    Line: 49

    Function: void __thiscall EventBlock::ReplaceCondition(class EventCondition *,class std::unique_ptr<class EventCondition,struct std::default_delete<class EventCondition> >)

    Build: release 50 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Object texture leak: a texture is still loaded when cleaning up an ObjectTexture, check all textures released properly

    Condition: gl_instances.empty()

    File: Projects\ObjectTexture.cpp

    Line: 43

    Function: __thiscall ObjectTexture::~ObjectTexture(void)

    Build: release 50 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Then again, if all browsers supported this, you could code whatever you wanted and wouldn't have to worry about if something like a specific audio format was supported by a specific browser or the HTML 5 spec. And hey, the extra speed certainly wouldn't hurt!

    It is a shame that it's chrome only though.

  • You can either make the event in the event sheet of the layout with the object or an event sheet not tied to any layout (they list all objects) and copy it over, or you can temporarily make the object global, listing it in all layouts, make the event, then turn it not global again.

  • I don't think he's trying to start a flamewar, I think he's simply not as familiar with a lot of the stuff that's come out. I'm working on an RPG, was working on a shmup, an action platformer, a bunch of other ideas, and made a small music player and a painting program.

    If you want something different/unusual, there's quazi's thumb war game. There is other stuff out there - the problem is games take a long time to make!

    My opinion stands, CC is usable as it is, though it can be tricky at times working around its quirks.