CresCoJeff's Forum Posts

  • 11 posts
  • This would be REALLY handy. TBS games can be tough to set up piecemeal, and anyway the behavior could be applied to board games as well. This would complement the awesome Card Game plugin that already exists nicely!

  • Lol, yeah that helps a lot Somebody should really add that tidbit to the wiki page about Construct python scripting...

  • Ah interesting, interesting... Python sounds a lot less 'broken' than I've heard, especially with the inclusion of your fine work. I'm just getting started with Python (and thus haven't gotten into much Construct scripting yet) and I've been wondering-- how exactly does the Python language integrate with the Construct engine? Obviously there must be a special commandset to link the two; do you have any suggestions as to where I should look to learn Construct scripting [is there at least a reference of Construct-specific commands someplace]? How specialized is Python for Construct (would I be able to script effectively if I knew the canonical Python language and had a reference of any Construct-specialized commands/command structures)? Anyway, I hope everything stays well for you at work!

    Thanks very much

  • Is python really completely inoperable? I wonder how high it is on Scirra's bugfix priority level; I'm a bit of a code-monkey and the python issue has me on the fence over whether or not I should commit to Construct just yet...

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  • Hey all,

    I've noticed that, as far as tutorials go, python scripting is rather lacking. I have a few general questions- first and foremost, is a basic scripting reference planned as part of the Construct documentation for 1.0? Second, is it possible to include the pygame module set in Construct scripting? I expect the answer to this last is 'no, it's not necessary anyway' but I guess I'm just confused as to how exactly python communicates with Construct in terms of syntax/commands. Is there a Construct-specific commandset, or is the scripting all derived from the general language that can be learned with the help of tutorials on wiki.python.org?

    Thanks

  • Hey all,

    I'm still new to Construct so I'm a little bit in the dark about its current limitations [namely, based on what I've read in the forums, python scripting bugs]. How exactly does 's' fix python? Is it that 's' provides the functionality that the python scripting can't yet handle, or does it actually extend the python scripting's power by repairing any known issues/adding features? What sort of tasks is the python scripting still struggling with?

    Thanks all, and to Lucid- 's' looks amazing!! Keep up the great work

  • Thanks guys! Yeah I know GML isn't related to Construct, that's actually one of the reasons I'm looking forward to Construct's fully working implementation of Python [much nicer than GML, which has some fairly nasty reviews regarding its handling, or lack-thereof, of arrays and memory leaks].

    Have a good weekend all!

  • Hey all,

    I'm new to Construct [I love what I've seen so far!] and was wondering how difficult it might be to create turn-based games, specifically strategy and board/card games-- I've tried similar projects in Game Maker 7 and I've always found that making the NPCs wait their turn is a bear [I've implemented a binary 'on/off switch' system in which variables become zeroes or ones for specific objects at the appropriate times]. Defining paths for the NPCs was even worse I used a proximity-ratio evaluation algorithm I affectionately dubbed the Pathologic Algorithm {Path O' Logic} which first determined the broad cardinal direction to head, and then decided specifically based on tile width and height which of the eight possible movements it should make to adjacent tiles to reach the target in the most efficient manner. Of course all this does is make the NPCs intelligently head towards the player; it doesn't even scratch the surface of strategy that involves thinking ahead more than one move, lol. Anyway I'd like to know if Construct has a relatively simple function that helps define turn-based gameplay or if it is mainly focused on developing real time applications like Game Maker.

    P.S. I am familiar with neither GML nor Python, so please keep advice to the WYSIWYG interface if possible.

    P.P.S. I DO plan to become familiar with both GML and Python when I've mastered the WYSIWYG interfaces, so if scripting is necessary or the easiest route advice involving it is certainly still welcome! For anybody who knows GML and Python, which do you find easier/friendlier to learn and use?

    Thanks everyone!

  • Thanks, that's great to hear! Keep up the awesome work guys-- I can't wait for the big 1.0!

  • lucid

    So basically that caveat is directed at people who intend to alter or borrow from the source code of Construct for their own engines, as opposed to those of us just using the Construct engine to make applications? [less important but just out of curiosity...] How about if we want to make C++ plugins using the SDK-- does this licensure issue limit extensibility?

    Thanks,

    JC

    Co-president of CresCo Games

  • My question is in regards to the note at the bottom of the information page where the use of Prof-UIS as the interface library in Construct is mentioned, and how we must buy our own licenses to use it in our games-- First, I would like to know which of the many licenses we need to purchase in order to use the same interface you used. Second, and more importantly given the high price of Prof-UIS licenses, how would one go about implementing a different UI library for Construct? Would such a change alter all the excellent WYSIWYG features used in event/action creation and graphics design etc.? I'd love to be able to use Construct without paying 300+ dollars for a professional UI library! Just out of curiosity, if it is possible to implement a different UI library and retain Construct's full functionality do you have any recommendations for free/affordable UI libraries [affordable <= $100]?

    Thank you!

    Jeff Creswell

    Co-president of CresCo Games

  • 11 posts