Fib's Forum Posts

  • You are doing God's work my friend. Thank you so much for this ultra useful plugin.

  • And I've asked before but never seen answered. How does all this "in browser" stuff work for native apps/exes?

    The answer is Cordova for iOS/Android and NW.js for Windows/Mac/Linux.

    The laymans explanation is that those applications run on the native platform but interpret HTML/CSS/JS just like a web browser but they don't include any browser UI nor default browser keyboard controls. Basically they make your web app look like a native app.

  • I am waiting patiently for this to be available again. I NEED this as building complex UI in C3 is a huge pain!

    Something like this needs to be Scirras next big project to make these built in plugins/behaviors.

  • I personally use a Logitech F310. Very affordable and works great.

    https://www.amazon.com/Logitech-940-000110-Gamepad-F310/dp/B003VAHYQY

    I will also echo the xbox controller, it's a very popular choice among gamers.

    I would also give the Steam Controller a try since it's gaining in popularity for Steam users.

    https://store.steampowered.com/app/353370/Steam_Controller/

    It's best to have all 3 of them to ensure your game is compatible and all the button mappings are working as you expect.

  • Is the end goal for most game developers only to make tons of money?

    Or is it more important for the majority of users to feel like full fledged members of a dynamic community having fun and making cool stuff they can share with each other?

    You're right, not everyone is out to make money. I think Construct has already achieved that community part though; it's a hobbyists dream tool.

    But the original question was "why isn't Construct more popular?". IMO the reason has to do with a perception that you can't make money with it.

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  • > Literally the only game they showcase is "The Next Penelope"

    You do realise it's not actually listed in the current showcase?

    I was referring to the front landing page (construct.net). But I think my point still stands. None of those games in the showcase page have made any real money. Maybe some of them get a few peanuts tossed to them from ads but that's it.

    There's only 2 ways for small indie devs to make a living from games in the current market (I'm sure there are exceptions but I'm talking about the average/majority). By that I mean your majority source of income is from your game sales and it's enough to live off of without being supported from external sources (such as living at your parents or supported by your spouse). Steam PC or F2P mobile is it! Unless there's a popular mobile game made in Construct making boat loads of money that I'm missing. But I would love to be pleasantly surprised with a good example if anyone has one.

    So showing examples of web games that make little to no money doesn't really help attract talented people to your tool.

  • I agree that Construct is a very capable tool that CAN produce hit games like a Hyperlight Drifter, or a Hotline Miami, or a Nuclear Throne, or a Celeste, or a Dead Cells, or a Skul: The Hero Slayer. There's no reason from a technical standpoint that Construct can't create those games. The issue is that those game designers are choosing either GameMaker, Unity, or to create their own engine.

    The highest grossing game I have seen created in Construct is Hypnospace Outlaw, which has generated some pretty good cash but is no where near the success of the games I named above.

    IMHO, I believe the reason that the best indie game designers are choosing other game engines is because of how Scirra markets their product. Scirra uses a more quirky style with weird and cute cartoon characters on their landing page. It gives it a more childish feel, like it's not meant for "serious professionals". They also don't highlight games made with Construct very well. Literally the only game they showcase is "The Next Penelope", WHICH CAME OUT 4 YEARS AGO AND DIDN'T EVEN SELL THAT WELL. They need to keep updating their showcase with good looking fresh games, but they do not.

    Now if you look at GameMaker's landing page the presentation of it is much more clean and professional. Nothing cute or goofy to make it look childish. They also showcase good looking games that have sold lots of copies, like Hyperlight Drifter, which communicates "these people made tons of cash with our game engine and you can too". They even showcase games like Flynn: Son of Crimson and Hancho, WHICH AREN'T EVEN RELEASED YET BUT THEY LOOK AWESOME.

    Another thing I think has plagued Construct from becoming popular was the inability to use an actual programming language for so long. GameMaker and Unity have always had GML and C# scripting respectively in addition to visual/drag&drop functionality. Good experienced programmers want to use a programming language they are already skilled in rather than learn some unique proprietary visual event system where those skills won't transfer to anything else. Now I realize Scirra has already changed that by introducing real Javascript programming, which is a huge step in the right direction. But I think not having that for so many years has already solidified the perception in people's minds.

    I believe Construct CAN be a popular choice for experienced game designers who make hit games in the future but they need to make some changes before that will happen. First they need to change their branding and how they market their product into something more clean and professional. Then they need to communicate very widely and heavily their new Javascript programming feature to appeal to experienced programmers. Lastly they need to keep their showcase of games updated and fresh with games that not only look good but actually sell a lot of units. If no games exist that have sold a good amount of units they need to help and encourage indie devs to do so through education and support. They need some brand ambassadors that will make training courses on more advanced topics and will demonstrate how to make games similar to those that have been hits in the past.

    Keep in mind that these are just my opinions. But I have used Construct 2/3 for about 8 years and have always pondered this exact same question.

  • AllanR Oh no! Must be a bug. I'll take a look at it as soon as I can.

  • In game jams you have to do everything as fast as possible. So I just went with my favorite kind of input for platformers so I had more time to finish the game :)

    BUT I just uploaded a new version last night that adds keyboard controls. Sorry for the inconvenience.

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  • Fall to the planet's surface while dodging space junk. Repair the broken space pod then pilot it back up to your main ship.

    I did all of the programming. A couple friends of mine did the art and music. I would love to hear your comments!

    Play it here:

    fib.itch.io/space-grind

    Tagged:

  • It's been a long standing quirk. Personally to me it's a bug because it goes against the intended function of a pin type behavior. But it sounds like the devs aren't going to fix it.

  • plinkie is correct.

    But you also need to stop any current music playing. Otherwise you're going to get multiple music tracks playing at the same time. So keep careful track of your tags.

  • It should be possible with some messing around since the layout and event files are all text based.

    First thing is you definitely should tell Git to ignore any UI state files. Those are specific to each user and is not meaningful to your overall project.

    Also, you don't need the desktop version actually. If you use Chrome version 78+ you can enable a folder based project structure by using the browser version. It's off by default so to enable it you have to turn on "Enable experimental features" from the settings menu. Read this forum post to learn more: https://www.construct.net/en/forum/construct-3/general-discussion-7/experimental-local-file-147071

  • I've run into this issue before too. It stems from the fact *I think* that global objects maintain their layer Id (not layer name, the id) on layout transitions. Which totally makes sense.

    Lets say in LayoutA that the layer with Id 2 has a name "midground". But in LayoutB the layer with Id 2 has a name of "foreground". So if your global object is on the layer with Id 2, going from LayoutA to LayoutB will make it seem like they changed layers from "midground" to "foreground". But C3 is simply keeping the layer id persistent of the global object.