Cryptwalker's Forum Posts

  • Jayjay

    Wow lots of interesting info. Hope Scirra reads this. BTW, why the need for raycasting in Unity?

  • Out of curiosity (aside from obvious reasons), why the switch to Unity from C2?

  • I want more ways to control the layout/layers. Like being able to rescale the x and y axis independently from each other.

    I want better way or alternative way to pan the layers instead of the awkward parallax. I want to be able to set the position of a layer, also where it rotates(so it doesn't always rotate from the center of the screen).

    I want effects to not always act from center of screen.

    I want tilemaps to be rotatable and the collisioncells to work well when they are rotated.

    I want tilemaps to be resizeable too.

    I want spritesheet support- allowing to use a spritesheet instead of individual frames.

    I want better shader support that allows multiple textures to be used in a single shader so that better effects can be made- stuff where I can store texture data in one and refer to that to fill another texture and etc.

    I want a scale inner and outer options that keep pixels square by rescaling integer based.

    I want separation of layer properties from global layer objects, so you can set global layer properties independently of global layer objects.

    I want menu features, and stuff that helps facilitate the creation of menus of all types.

    I want families to have ability to swap instance variables, or allow instances to reference all possible variables regardless of a family, or vice versa- it becomes a hassle sometimes.

    I want more family features and group features.

    I want some timesheet? features that help schedule events so that events can be choreographed more easily.

    I want better ways to transfer events/etc to other projects to reuse them.

    I'll think of some more..

    edit:

    I want solid behavior to have some parsing, to allow more control over what is allowed to collide with what.

    I want tilemap animation features, to allow tiles to be animated.

    I want 9-patch allowed to be animated

    I want tiled background allowed to be animated.

  • > Mac Support!!!!!!!!!!!!!!!

    >

    Inherently, not specifically.

    True. Just a side effect of being a fully web-based tool.

  • Scirra is going to have their own in house build service that can export out Xcode source code of the game to build on the IOS platform. This is good stuff right here. However....what i'm wondering is why don't they also do the same thing with desktop exports but with automation so that it can build it all natively? That way we can directly build Mac .apps via Xcode, and PC .exe via VS Studio and no longer have to rely on NW.js anymore.

  • Mac Support!!!!!!!!!!!!!!!

  • > we don't charge per-exporter

    >

    How would that work if you wanted to, with html5?

    Perhaps Ashley is hinting at "other" in house exporting that Scirra hasn't announced yet?

    Aren't you Ash....aren't you????

  • Simplicity and ease is not enough to make a game. Plus comparing Gamemaker/fusion/C2 to Unity is just non sense.

    Yes its not enough, but it sure as hell will help get the job done easier. If there was a tool that lets me build the kind of games I want to build in a fraction of the time, without all the unnecessary overhead, with total ease and simplicity....I would choose that in a heart beat. Also, any game dev tool can be compared to Unity.

  • Off and on I've been trying to get myself to "like" Unity but each time....ugh......also recenlty trying out GMS2 and that has potential. But basically, nothing beats the simplicity and ease of C2 so far. Haven't tried the Fusion stuff yet though.

  • Haven't seen anything that particularly stands out as a major improvement yet! Most of the updates I've seen are hardly blog worthy

    Still roughly a month left (if everything goes according to schedule) of more features to roll out before we finally get to try the beta. But I kinda agree, nothing quite mind blowing yet aside from some much needed enhancements that was already expected (well a couple of new things did interest me..). Initially the main draw for me was finally being able to develop on the Mac....but this past week I got tired of waiting and got a new PC laptop to replace my aging MacBook Pro so thats no longer an issue. But i'm still waiting to see if Scirra is just holding off for the big home run at the end of the month right before beta to blow everyone's mind out. Or....maybe there isn't one at all .

  • Everything can be bought...if the price is right ...

  • There also Horizon Shift.

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  • Minimalism at its best. This is definitely one of the better ones i've played lately. Kinda reminds me of those N++ games, and thats a good thing.

  • I foresee the future to be drag and drop 2D and 3D game creation.

    You will choose from a plethora of of 2D or 3D characters and objects with pre-programmed but modifiable behaviors and effects and you will choose your layout, effects and scenery and type of game and just drop them in place and the engine does the rest.

    No event scripting and just modify object settings for how you want them to behave.

    ...

    ...

    That would open up game design to many more artists that have no interest in programming or writing events.

    Next thing you know is we'll have a game engine app that only requires you to push a button to make an awesome game and it'll do it. No other effort needed.

  • All three provide visual scripting, offer a good 2d editor, and are being rewritten,...

    Hmm...if Fusion 3 is anything like 2.5.....meh. Of course i haven't been following the development of Fusion3 that much. Probably because I just couldn't get into MMF's spreadsheet weirdness at all. So far nothing has comes close to the ease and and sensibility of C2 (development wise).....yet. However, like what was stated before, there are pros and cons to everything. And because of this i've also been taking a closer look at other stuff too lately.