DtrQ's Forum Posts

  • Just want to say, if price of full version, without any ''license tiers'', with .exe exporter will be approximately equal to Game Maker price then I'll don't worry about limitations of "free version" and will buy full. If not, I'll better switch to GM or something.

    Just no watermarks or splash screens please.

    I refuse to use any program, even if I can pay for it to go away.

    It puts a sour taste in my mouth

    Second this.

  • Also, you can customise controls in runtime

  • I (and i guess I'm not alone) hate predefined splash screens, it's causes some dismissive attitude toward game and make you feel that it's not YOUR game.

    if it came with a few little extras on top (customizable splash, shaders, etc.) then that's just extra incentive.

    It will nice only if it will be adding some extra features but not putting limits on standart features

  • [quote:2rrcnech]splash screen

    [quote:2rrcnech]limited features

    That makes no sense for free version, so let's better make it "30-days trial" .

    GameMaker has this kind of "free version" and no one is using it.

  • Maybe I don't understand problem, but it looks like you want sprite to have custom per-pixel collision mask, right?

    In Image Editor you'll see "Colision Mask" button (second from right on upper tool panel), which allows you edit... um, collision mask. (But I guess you already know about that cause it looks like you already edited mask)

    Just copy your red collision box in every frame when you in collision mask mode (image canvas will be outlined with red in this mode).

    Right now your collision mask is empty, that's why sprite falls through the floor in per-pixel mode.

    Sorry if u can't understand something due to my poor English or if I did't understand what you want

  • This thread reminds me of Kubrick's "Dr. Strangelove" movie and General Ripper's obsession

  • for all the amazing things construct can do with such ease, the difficulty in using tile maps (something thats been a staple in 2d games since the 8-bit era) is ridiculous.

    All people who wants tiling feature, we should hire someone to write it

  • It's not a high priority thing for this moment, but I hope C2 will have good and easy to use tiling tool and tilesets support, like GameMaker.

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  • Does it mean that if exe exporter will have a lower priority, it will be less functional than C1?

    Disturbing question

  • You put collision event under "for each...", so value 'hit' counts on amount of instances. Just put event out "for each". And it's better to use family ('bullet overlaps enemy"), so you can don't write events for each enemy type

    Also, adding 'trigger once' condition or 'destroy bullet' action can prevent multiple triggering with one bullet.

    And about accuracy: check out bullet hotspot , it's out of sprite

  • I once made a game (with V-sync mode) and gave it to friend for testing. He said he can't jump onto high platform (which perfectly able to reach on my PC). I used Platform Behavior, and wiki says that all built-in behaviors are made with regard to this problem and uses TimeDelta. But problem was solved with switching to fixed framerate, so I'm not sure that using V-sync with behaviors is reliable

  • Add all isometric objects to family and use "for each..." -event for family, it should works

  • Make tiling easier! 2d game editor without tiling features is nonsense. You wouldn't copy-paste sprites or press Enter if you have a huge level that should consist of thousands tiled sprites.

    Just add feature like this, similar to that "drag sprite and press enter" but it should works like brush. I mean, drag sprite, hold some key (shift, etc.) and move mouse over layout - and it will automaticaly fill grid cells with selected sprites.

    P.S. Sorry if my English is bad

  • what am I doing wrong?

    <img src="http://i1.imageban.ru/out/2010/09/02/7df8980e1e89736ab6d03664f3211704.jpg">