Attan's Forum Posts

  • Yeah, you can do that in some places in 0.x, but not everywhere.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Settings where you can change default values for some stuff would be nice. For example default width of created sprites. I usually make my sprites 32x32, so i always have to resize them and move the hotspot.

  • Also... Didn't someone mention the idea of creating behaviors/plugins using events a while back?

    Yes! Do this!

    Adding a group of events instead of having hidden code is also a great idea!

  • Yeah, Tile-set support for the level editor would be great, but lets not get ahead of ourselves. Just some basic tools to build maps would be a great improvement. Not everyone would benefit from or use tilesets, or genre-specialized editors. But everyone needs to place sprites in the level somehow, so basic tools for that is top priority.

  • Construct can do that to, but with enter instead of right-klick. Not that big difference (eccept if you use a laptop like me, then you have to cross your arms.)

  • Hi people!

    A level editor has been talked about before. It's not a top priority since it aparently works without one, but it would speed things up hugely, be loved by everyone, and place you yet another step ahead of your rivals. Making levels is actually when you build your game world, it's a huge part of making games, (especially exploration games which has become a pretty big genre). The perfect game creator would of course be great for level design, so it feels like a natural step for C2 to take.

    I suggest the following solution. Pressing the "level edit" button gives you the level in full screen, eccept on one side where you have:

    -the objects panel to pick objects and place into the layout.

    -A tool bar with basic tools. For example a pencil that you use by picking a sprite and draw on a grid. Option to replace existing sprites or layer them etc. If you don't use a grid you just klick in sprites, right klick to delete (or something like that).

    -A minimap, where you can click to navigate to different parts of the level. Everyone working with big levels in construct would agree with this. Right now you either have to zoom in and out wich often fails and you end up 500% zoomed in some corner, or space+drag like 50 times.

    I'm looking forward to working with this!

  • [quote:25pajynw]This is an interesting idea - but it seems it might prevent stacking two comments on top of each other. Is that an acceptable side effect?

    I'm not sure what you mean with stacking on top of each other.. do you mean that you can just have one comment per event? I would still think it's worth it, but you could leave the regular comments available for those who disagree.

    [quote:25pajynw]Where do you mean?

    I mean this part here:

    <img src="http://dl.dropbox.com/u/930918/variable%20text.jpg">

    Would be nice to add a short description instead.

    You're right about the size/angle thing. Didn't think about that.

    Another one. I don't know when you're going to implement a debugger, but in 0.x, it was sometimes a pain to search for the value you're after in the debugger. So suggestion is that with every value in the editor you should be able to right klick and pick "add to debugger watchlist".

  • Hi! I've been keeping my eyes open in 0.x for small stuff that i think should be improved. Not full-fledged features, just smaller practical things that would make C2 a bit nicer and more effective to use. Feel free to add to the list (just keep it to smaller things to stick to the topic), I probably will add more things myself.

    Comments should always be attached to an event, condition, or action. It's a pain to comment code, and then when you've worked with it a bit more the comments are all over the place and you have to redo it. Maybe attaching them to a specific action or condition is too much, but they should at least be able to stick to a specific event.

    At private variables, the text "a private variable" is a perfect place to put a description of your choice on what the variable does. See no reason why this wouldn't be a good thing, i often use pv's for settings on a specific object where a description on exactly how it works would be really helpful, especially in collaborations.

    System: Create, should have options for size and angle. Almost every system:create event is followed by another event setting the size and angle.

  • Yeah, pyteo. That looks really promising. Hope the gameplay video lives up to the expectations.

    , People don't just "have" artists. If you work seriously with construct, and get some things done to show off what you can do, people will be positive to collaborations. Hard part is, since construct is so easy to use, the artists can basically create the game themselves. If you do nothing but program in construct you have to have some serious creativity and skillz to show off in order to be interesting as far as i can tell.

  • The movement needs a butload of configuration. It feels extremely slow and doesn't really do what you want it to, wich creates frustration. That, combined with the low speed of the bullets makes the whole game feel really slow. Not necessarily a bad thing, but judging on your choice of music it's not your intention.

    The splash screen in the start looks good, but you should change the lines so that its not as easily recognizable from the Construct-does-art-example. Just a different pattern would be enough, just for some originality.

    I really like the explosion when you kill the "Trojans"!

  • Looks slick, but i quickly found a corner where i could sit and kinda wiggle back and forth without getting hit, no matter how many enemies came. Got a score of 13600, then i got bored.

  • Yeah, looks like a good game! Only thing that bothers me though is that the trailer only shows one type of environment. Could be a bit repetative if it looks the same through the whole game.

  • hah, makes sense. sorry.

  • For me, the only important thing is to have the best tool for game-creation possible. I've been counting on C1 being put aside for C2 for a long time, but i thought it would take ages to mature. C2 being a full time project is the best thing that could have happened if you ask me. I've seen the rate at wich C1 developed (when the code was still in ok shape) so with full time work and some obligation to deliver, C2 will probably be everything we've ever dreamed of.

    "What would make Construct 2 different from others?" is a question i don't really understand. Have you even used C1? Have you read anything of what's planned for C2? You should know what these guys are capable of at this point.

    Tom. Are you integrating a better development-community as well? Construct users reall need a better creative environment. A better way for devlogs and such would be good. Ask around on the forums, there's probably many good ideas.

  • Me too. And I'm looking forward to the next three years!