Candescence's Forum Posts

  • Note that this topic is NOT for features that have been officially implemented in C1 and will eventually be implemented in C2. This is a topic to list features that are NOT in C1, but people think should be implemented in C2.

    I've noticed that there's been a couple of topics with requests for eventual features that the majority posting in them think should be implemented, so I've decided to create a topic to list them.

    * Data Structures/Arrays and a Visual Array Editor: Many people and I personally think that in-built, multi-dimensional arrays, along with an in-built, Excel-like editor (of course, Excel/OpenOffice Calc importing in the meantime wouldn't hurt) would benefit Construct 2 greatly, especially in the creation of complex games like RPGs, or even doing stuff like cutscenes to save files, keeping track of unlocked content, online and offline statistics... There are so many complicated things that could be vastly simplified and made less time-consuming to create, with a visual array editor alone.

    * Tile Map/Level Editor: Calls for such an editor have been around since C1 for a considerable amount of time, and there is no reason not to have one of these. It speeds up the level creation process easily, especially in the case of, say, isometric visuals and such. Being able to import Tiled tile maps would be a very good start.

    If there's any more features that many people think Construct 2 either needs or would really benefit from, I'll update accordingly.

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  • You know, we could just add a Tile Map plugin that allows you to import tile maps from Tiled...

    ... Wait a minute. The HTML5 exporter uses Javascript. Why is there not a Tiled plugin for C2 yet?! This needs to be rectified. Immediately.

  • On my Chrome browser:

    Benchmark Score: 2262

    Average FPS: 48

    I'm running this on a laptop with an Intel Core i5 2.66GHz CPU, 4GB of RAM, and an ATI Radeon HD 5650 on Windows 7. Awesome.

  • <img src="http://upload.wikimedia.org/wikipedia/en/0/0f/Ghost_Trick.jpg">

    Okay, who owns a DS?

    Who has also played at least one of the Ace Attorney games?

    If you say "yes" to both of these questions, then you will love this game, no question. If you only own a DS, you should still get this game, because it's practically one of the last great games for the system, and critics agree... Except for the Game Informer reviewer, who obviously had no idea what he was talking about. Seriously, what a crappy review. Anyway, I digress...

    • The writing is as I expected from the team who did Ace Attorney, but they topped themselves once more. The dialogue is clever and funny, the characters are well-written, likable and memorable, the plot twists vary between brilliant and somewhat convoluted, and, well... If there is any genuine proof that games are indeed art, this game is it.
    • The whole "Ghost Trick" mechanic is clever, and it never gets stale, nor do the puzzles, which are at times quite brilliant. Sure, there's some moments of trial and error, but considering the game is highly forgiving and allows you to 'rewind' and rectify mistakes, this is far less of an issue than it normally would be.
    • The music, as usual, is really good, and memorable. Then again, I didn't expect anything less from the Ace Attorney team.
    • The 2D art isn't animated, unlike Ace Attorney... Which isn't an issue because it's made up for by the 3D art. It's 2.5D done perfectly. The style of the models is slightly akin to Another World and Flashback, in a way, except in 3D and not vector animation, they blend very well with the 2D backgrounds and don't look at all out of place, and hell, they even look flat when imposed over each other! And the animation is fantastic. In my personal opinion, very few games even come close to the quality of the 3D animations in this game.

    Actually, speaking of which, I'd like to talk about the animation, because it's not only one of the most stand-out aspects of the game, it's also proof that rotoscoping ain't dead.

    <img src="http://upload.wikimedia.org/wikipedia/en/5/5f/Cabanela_dance.gif">

    It's 3D animation rendered as 2D, with the animations done by hand rather than motion-capture. Many have compared it to Rotoscoping used in games like Another World and Flashback, it's not the same technique, but it's similar, and its intended to create similar results. While it's not immediately obvious, there is one game that uses a very, very similar technique - an indie game no less - Iji.

    <img src="http://www.indiegames.com/blog/images/timw/iji3a.png">

    Iji's animations are fluid and smooth, not unlike Ghost Trick's - unfortunately, I don't have a GIF, but

    makes an equally good demonstration. While obviously the level of detail in both games is obviously different, there is one thing that both games share in their model renders - they use "flat" colours (correct me if I'm using the wrong terminology here) as opposed to textures. In the case of Iji, while it has lower detail than Ghost Trick does, it makes the renders look perfectly flat 2D sprites. It fooled me for a long time, too.

    Anyone with a good eye for detail will discern that Ghost Trick's animations are in fact '3D', but the flat colours provide an illusion that disguises that fact, and allows the sprites to blend in well with hand-drawn backgrounds, and also make them look 'flat'. Now, I digress, I don't normally like 3D rendered in 2D. It looks 'fake' most of the time, even well-done examples of it such as Donkey Kong Country generally fail to escape it, and when it's NOT done well, eg, Sonic 4, it generally looks horrible. However, many objects in Ghost Trick are also 3D renders, but quite often you generally can't tell the difference between a 2D sprite/background and a 3D render until they actually animate (and even then, you still can't unless you watch carefully). It's brilliant, and I wish more games used that sort of flat-colour technique.

    Hell, if someone else were to use the technique, and were not satisfied with the 'flat colours' and want more detail, they can always modify the sprites and add in more detail by hand. Easier than having to draw up every animation frame from scratch, at any rate.

  • The Wii browser is Opera, and an older version, too, so, yeah, no HTML5 on that. However, I believe the 3DS browser will have proper HTML5 support, so there's that.

  • Just to note: HTML5 has the capability to save data locally.

    Anyways... I want to bring this topic back because I firmly believe that an accessible system for data structures and visually-represented arrays can make Construct 2 truly stand out amongst its competitors, the applications are endless. From RPGs to cutscenes to save files, keeping track of unlocked content, online and offline statistics... There are so many complicated things that could be vastly simplified and made less time-consuming to create, with a visual array editor alone.

    I believe a mixture of what Silent and I proposed (with some changes and additions where needed) could certainly take Construct 2 one major step further in attempting to become the world's best game maker software.

  • My personal list of the four most vital features to implement first:

    * Behaviours

    * Animations/Image Editor

    * Fine collision detection

    * Families

    Fine collision detection is a given, and I'd rather have it among the first three major features implemented. I can make do without families for now.

  • Well, as long as we can limit the number of languages across exporters, it won't be too bad. Javascript for web stuff and C++ for everything else... Maybe. XNA (or, to be precise, the XNA Game Studio Express) apparently uses C# as its 'official' language for some stupid reason, but apparently XNA can support any ".NET-compliant language"... And I don't know what those languages are, really. XD

  • Well, yes, that's true, but the main reason I said it could be a hassle is in wanting to export to multiple platforms. If you have a plugin working in your game that you really want but it isn't available for certain exporters, than you have a problem, and even then, certain plugins may work slightly differently across different exporters due to the different languages...

    This is, of course, why I mentioned Lua. It's best to limit the number of languages across different exporters, and Lua has a reputation for being the best cross-platform scripting language out there, because it's not only fast, but it's also easy to learn, too! Plus, it's widely used in the gaming industry for those reasons. Perfect for desktop exporters, in my opinion.

  • I suspected different exporters would use different languages, but... Wouldn't that make developing plugins a hassle, having to develop for different languages in order to work with all exporters, or am I mistaken?

  • Since there will inevitably be a Windows EXE exporter, I am kinda concerned about the speed of games made in Construct. While Javascript is all well and good for web applications, there's a reason why it's never used for desktop applications - it's slow, compared to other languages. Unity uses it, but that's because Unity optimises it to insane levels. And even then, it provides alternatives.

    Do you guys think Javascript's speed is gonna be an issue for desktop exporters? You could use Lua as an alternative, since it's a very popular scripting language for games, or go back to Python... It's up to you guys, though.

  • That's one thing that has been bugging me... Why are you guys using pounds instead of dollars? Unless I've missed something and you guys actually live in the UK and not the US, haha.

  • I can't stop laughing. It can't be a coincidence, surely, with the time-frame they admitted themselves.

    Honestly, I don't really care about Game Maker. I find the interface and how it does things unintuitive and the event system is almost useless without scripting.

  • I mean, who knew people would pay hundreds of dollars for smurfberries?

    As Valve have proved, people will pay for hats that can be gotten without paying.

  • I'd totally love to support you guys, and I fully understand your reasons, so I don't think moving to a closed-source system with payment is a bad thing. However, getting a reasonable system that everyone is okay with, is, of course, a tricky business, hence all this discussion. I think I'll stay out of this one for now, and wait for the updated proposed model.