deadeye's Forum Posts

  • Impact was released just over a month ago. C2 has been in development since... well, let's just say for a while now .

    Anyway Impact does look interesting, but it requires you to know javascript.

  • NO!!!! PLATEFORM BEHAVOR is the most important thing!!!!!!! obviously!

    Really though, variables and animation.

    Edit:

    Oh, and grid snapping would be really nice

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  • Very nice game, but very hard . It is a lot like Super Meat Boy, but that's not a bad thing. The wall jumping feels strange to me, but then again everyone makes their wall jumping differently. And I quit here because the water kept messing me up:

    <img src="http://i52.tinypic.com/4lni48.png">

    It took me 81 lives to get that far too, I don't know if that's good or bad for my first time playing.

    It looks great and plays really well though . I wish I could read Russian so I knew what the text says in each level.

  • Right, I knew about the peer-review for the games themselves, I just wasn't sure how picky Microsoft is about which software is allowed to export an XBLIG-compatible format.

  • I tried to do that with GraphicsGale. Associated png's with it but C2 opened MS Paint instead.

    =(

    Are you sure GG was set to Edit, and not just Open?

  • While an XNA exporter might be possible, wouldn't it also require the support of Microsoft? You would think that they would require some sort of rigorous testing to make sure that any official Construct-XNA exporter wouldn't be buggy or insecure (i.e. insuring that it doesn't have the capability of injecting malicious code into your 360 and such). An "unofficial" exporter for homebrew stuff would be easy enough, but getting their consent to allow games made with C2 to be sold on their XBLIG channel would be quite a task, I'd imagine.

    I don't really know how any of that stuff works though so... yeah.

  • deadeye: ok, but the question is if there will be any chance to choose other graphics editor. Will be?

    I believe the plan is to allow a choice between C2's image editor or another one if you prefer. Not sure how that would affect setting up animation frames, hotspots, and image points though. Perhaps there could be separate editors for each. An image editor for drawing, and an animation editor for frames and hotspots.

    In fact, I'm requesting this as a feature .

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  • - it would be interesting to choose which software you want to edit images and not use the default software.

    You need to change the default program that edits .png images in Windows.

    There will be a proper image editor built into C2 in time anyway, so this is only temporary.

  • Well, you don't really have to expect anything I guess. If the reasons he laid out aren't enough to convince you then I suppose that's that. It's a fair enough point of view.

    Anyway C1 isn't really going anywhere. I mean, I can't say it'll happen with 100% certainty, but with the SVN opening up folks like Rojohound and whoever else can still contribute bugfixes, and even new plugins and features.

  • Well, there's little point in arguing over the matter.

    You're just as likely to convince me that it's a good decision as I am in convincing you that it's not a good decision.

    I'll pop in from time to time to see whether Construct 2 has exe export out of the box.

    Oh I'm not entirely disagreeing with you. I won't really have much need for C2 until it can export to desktop runtimes either. I'm just saying that there's a whole lot of people out there who will be thrilled by it, what with Flash, Flixl, Flashpunk, Unity, and Yoyo Games being so popular. (Notice I didn't mention Silverlight, hehe-OH CRAP I JUST MENTIONED IT )

  • I agree that an .exe exporter would be nice. It's more in line with the kinds of games I want to make as well. I've never been one for browser games, really. When I'm in the mood for games I want to spend one or two hours vegging out, and I've never found a browser game worth more than five minutes of my time. And I like my full screen.

    But even so C2 won't be able to do much for a while. By the time it's at a state to where you can make a long and complex "serious game," then I'm sure there will be some kind of .exe option from somewhere to follow soon enough. I'm not terribly worried.

    As others have already mentioned, HTML5 is nice, but it's not going to attract many serious Indie devs.

    I have to disagree with you there. Do you know how many indie devs currently use web technologies like Flash, if only for the sole reason that you can easily do cross-platform? TRILLIONS.

    Yes, there are more indie devs than there are people on the planet.

  • Well, the performance seems pretty bad compared to C1. I get about 36 fps with just 50 objects changing angle and size every tick.

    This is a very early runtime, and it's not very sophisticated yet. The speed will pick up .

  • So you can choose what to pay for huh. That's...kind of weird.

    There have been a few instances of the pay-what-you-want model, including albums from Radiohead and NIN, as well as the Humble Indie Bundles of popular indie games. It's just another way to combat piracy and still make a little money... pirates often cite "too expensive" as a reason to steal stuff, so this sort of removes that excuse. People who think $20 is too expensive could chip in $5, or at least $1. Or really at least $0 I guess, if you think that's all that it's worth to you.

    [quote:ioks2yb8]Does this mean people can charge for plugins?

    Yep. If they want to. But plugin creation in C2 is going to be a whole lot easier than in C1 so it better be a really good plugin or someone is likely to make one that does the same thing for free.

  • I'm curious (and I don't think I'm the only one) but will this be able to eventually export to .exe and have directX support?

    (Sorry if this has already been answered elsewhere, but I didn't see the answer when I searched.)

    [quote:15mr8mc6]C2 is designed around external 'exporters', which are written separately as add-ons (like plugins) and should make it significantly easier to port to new platforms further down the line. This also means there'll be an Exporter Development Kit (EDK)....

    Hopefully this will encourage third party ports to new platforms. This could include an official Windows desktop EXE runtime in future, a third party Android native exporter, or whatever anyone thinks up.

    Not a very likely chance of DirectX support though... it'll have to be OpenGL.