Fimbul's Forum Posts

  • These are the only the only serious blocking features that need to be addresses on the C2 IDE side. Many requests can be done by anyone who is willing to actually do the heavly lifting to get work done. As an example if TileMap isn't good enough. Someone can do it themselves. However we can't make a plugin for say Modularity or an IDE based asset repository. There are some IDE elements that would be nice or could use clean up, but that's pretty minimal and will come with time. So below are my personal tops.

    Modularity

    Asset/Repository

    APK Packer

    Development device pushing for testing

    Custom IDE development for tools(ie bezier curves for animation tweening)

    Function used a primitive similar to Number, String rather than as a plugin.

    Agree with everything you said. Also I'd add that dictionary and array should be primitives as well.

  • Shouldn't it be 500% the first time and 200% the second time? Otherwise you end up with a 2500% stretch

  • Thinking a bit more about it, I guess even if you run a short course, 83 cents per student can be easily absorbed. Besides, it benefits the student since he'll be able to continue using the software even after his course ends, which is only fair - I mean, after you just "graduated" from your short gamedev course, the first thing you want to do is pump out a few games, and having a few extra months to do that on your student license might be just the thing he/she needs before making the full purchase.

    Tl;DR: yearly licenses make sense.

  • There's still no technical explanation whatsoever and a ton of management speak disguised behind a facade of "happy customers". There are no happy customers.

    I'm disappointed in you forum mates, just because a company rep came here, suddenly it's all sunshine, happiness and lollipops? I haven't seen any technical documents and people are already clamoring for "integration with c2".

    I still stand by my skepticism. This still sounds like a scam.

  • Love the idea. I'd also love heavy moderating in said forum, in the form of mods enforcing the questions being "advanced", moving the beginner stuff to other sub-boards.

  • Great news!

    "up to once per year"...? What about semester courses? Aren't those more common than yearly courses, especially for something like game development?

  • Also, the ways you are describing counters sound more complicated than it was in MMF. However, that might simply be because I am fairly new to the program and haven't explored enough.

    Trust me, it's a lot better. Once you learn the way construct 2's event system works, you won't be able to go back to MMF's "checkmark" system. They look really similar at first glance but construct's is so much better...

    Also don't forget, I also mentioned Interface Bar. To clarify that is NOT a default MMF extension, it's the equivelent of a 3rd party plugin. But it has served me quite well in my days of making games with MMF.

    You could just have a premade gradient and stretch or clip it via WebGL.

    Sorry that clickteam is going to hell, according to you. While I cannot completely verify what you said, it sounds believable based on my experience with them.

    I have like 10 years experience with clickteam, I started way before MMF1.5 with Click'n'Create/MMFX.

    The only thing MMF has going for it is performance and better extensions, as well as support for application development.

    The SDK is a load of garbage, though, official updates move at a snail's pace (see for yourself, their "patches" come once every 3 months, and "new features" every 5 years), besides, most of the things they call "features" are things that should have been in the software years ago.

    I started bashing them when they started charging for "unicode support".

    now they released Game Maker Studio, with laughable differences, for $99.

    Don't forget that, if you want all exporters and features, it costs something like $500 (I don't have exact values). Meanwhile, UDK costs $19/month, and includes source code. Also, you only have to pay one month, if you stop paying you still get to keep the software and you can still publish, all you lose are the new updates.

    I am sorry if I did anything in that other topic that was perceived as mean

    We frequently have topics like the one you saw. Forum regulars quickly become tired, I hope you can see why. Some of them are made by people we respect, and when that happens we have a civilized discourse. When some new guy with 2 posts comes here and starts bashing, I have a lot less patience.

  • Counter objects are a holdover from the klick'n'play days. Construct 2 doesn't use them because we have instance variables (comparable to alterable values in MMF) as well as global and local variables.

    For health bars, you can use the 9-slice object, as well as sprites with clipping, due to automatic and customized grouping. I don't know how you'd go about making a gradient, but I'm sure people can help you.

    In regards to path movement, yep, we need one of those. I think there's a plugin that does it, though.

    Clickteam only recently allowed discussion of other platforms - they used to censor other tools. There are basically no veterans over there anymore, and no one is successful, every half decent developer MMF had moved on to other platforms. I'm saying this from experience, I remember Fallen Angel used to be a pretty big name, now people don't even know who they were. Nifflas was the last big name to leave.

    Their exporter strategy was a big failure, over half of them arrived too late, they all underperform, extension compatibility is ridiculous, there's no SDK, and a few have even been discontinued (j2me for instance, and soon the XNA as well).

    In addition, Ashley's weekly updates have more features than what took clickteam years to code the 2.5 update was laughable. If clickteam doesn't get their act together with MMF3, they're pretty much gone.

    I don't know much about game maker, but from what I hear, they're pricing themselves out of business, whereas much better tools like unity and UDK are getting cheaper every year.

    As for construct's community, it has two good things going for it:

    • Very good moderation
    • An active, participating developer

    Other than that, most discussions here are fairly moot and there are very few groundbreaking things happening as far as projects and demos. We have a handful of knowledgeable guys and 3 or 4 active community developers.

  • The text changes.

  • I'd like a system similar to how we subscribe to topics, but for users.

    There are a few people whose opinions I value, and I'd like to be notified every time they make a comment.

    Is such a thing possible? I tried the "friends" system but that's not what I want apparently.

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  • The problem is, if I'm getting 5fps in a mobile, that means the device is doing a ton of work.

    True, the user probably doesn't care, but his battery will notice for sure. Especially since this is a visual novel, so it's supposed to be experienced in long stretches.

    Also, just throwing this out there, if the most frequent bottleneck on mobiles is fill rate, why not limit the redrawing to only the parts that change? Yes it's impossible in some types of games, and yes you get a bigger hit on the CPU, but on the other hand the GPU will have less work to do.

  • But surely there are scenarios where a big image has to be used, and you cannot compose, right?

    Visual novels, for instance, are full of huge backgrounds, and even the characters can be huge. I mean look at this thing:

    It's immediately obvious that the background cannot be "composed".

    Surely as long as we only have one big background per scene, we're fine?

    Keep in mind performance isn't all that critical in that sort of game, the developer would be much more concerned with battery drain, music smoothness and text drawing.

    So my guess is that since construct 2 doesn't redraw when nothing on the screen has changed, the framerate would be kept high. The only problem is that people like to implement that "typewriter effect" on the text, so it might count as constant redrawing - Ashley would c2 be smart enough to only redraw the bottom half of the screen?

    you can make game like rayman with construct 2 ? "you can not"

    Since you made the statement, the burden of proof is on you.

    Prove me that it's impossible to "make game like rayman with construct 2". Otherwise your statement is invalid.

  • > If you like math go ingeneer, because you can use all that math for the games.

    > If you go doctor is going to steal all your time and dont have all that math / data base / etc the ingeneer have

    >

    So I have decided from an early time that I want to be a computer engineer, so could then it possible to have time for making games as a hobby?

    Sounds good. Besides, if the whole games thing doesn't work out for you, you'll still be in a profitable industry.

    Now, keep in mind "computer engineer" doesn't really exist. There's front-end programmer, back-end programmer, web developer, project manager, systems architect, business analyst, database analyst, database administrator, hardware engineer, computer scientist, graphics designer, interface designer, end-user support, and many many other careers.

  • You can't post URLs yet. Either post screenshots as attachments or get 20 more rep (should be easy).

    Also it's not that construct 2 is restrictive, it's just that the engine I provided for you was for a different concept than the one you want - it's no surprise that it doesn't work. If you had coded it in C++ it wouldn't be any different.

    Looking at the videos, I can see that it will be impossible to fix the engine I gave you. You need a new one.