inkBot's Forum Posts

  • The problem there is if what if they change their minds when they're done with a game? But it's an interesting idea.

    Pay the percentage they saved or wait until their license has to be renewed for updates and pay full price then?

  • I'm throwing my $0.02 in now too.

    A lot of people seem to disagree on the "subscription" model. Sounds fair enough to me, but I can see why people are throwing fits.

    Megatronx had an interesting idea which I were also thinking about. What if you had some sort of advertisement like Spotify? Maybe not as intrusive as Spotifys (no sound for instance), but merely as a way to gain some small revenue from the free version and a less direct way to push viewers to buy the indie/commercial license. Add to that an advertisement space on the download page for the free version (though that might be pushing it).

    I bought Renoise last fall and their licensing deal is pretty nice. Their demo has pretty much all features (even save) enabled with the exception of "render song", and the ability to use ASIO drivers. I played around with the demo for two months before I bought it. Mind you I bypassed the disabling of rendering by simply connecting Audacity directly to my sound card and simply recorded what played on the speakers.

    I still bought it though. Their license worked like this. You pay �58 ( plus VAT ) for the license and for that you get a sample kit and free updates for a whole version. I bought my license at 2.6 so I have free updates until they hit 3.6, at that point to get further updates I have to pay an additional fee. But that fee is smaller than the first one, �48, because I had already bought the license once. Now, C2 doesn't use version numbers anymore but I think it could still be applied. But then I guess the rate builds are released would have to be more regular.

    I had another idea, I'm just throwing these out for thought, not saying they 'should' be used.

    If people are really stingy and want to pay even less ( ), what if they could opt in to having splash screens and such, insteead of having it simply be a nagging thing for free users?

    By opting to allow splash screen and similar things they would get an X% reduction on the license cost when they buy their license. That way, you'd still sell a license, albeit at a lower price but with the benefit of more advertisement.

  • It doesn't really matter, does it? The old ones served their purpose.

    Served their purpose? Yes, and well.

    Could be improved? Definitely.

    I'd suggest a new thread focused solely on the image/animation editor where people can post thoughts and ideas, before the editors have been worked on so much that it would be more trouble than it'd be worth changing them around.

  • I vote for event groups. It helps to organize the events as well as add more functionality.

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  • Tried out the new build earlier. Really liking the new panel to the expression editor =)

    I tried out the touch plugin on my friends iPad ( http://inkbot.se/touchtest/ ). Worked really nice! =) Though I'm not sure how different devices handle their touch functionality. Say Win7 tablets, do they count your touch as "touch" or as a "mouse"? "How does Android handle this when inside a browser?" Etc.

    Maybe these are questions for a later date, or maybe even inconsequential. In any case the touch plugin, in this early state, works great (as far/little I've tried it). Just trying to spot potholes before they become an issue.

  • alastair is right. How many buttons you can press depends pretty much on how your keyboards circuitboard is laid out. This is why a lot of people use X,Y or A,S as their action buttons since those keys normally are not on the same lockout circuit as the arrow keys, unlike shift, ctrl and space.

  • Woo! Touch plugin!

    Keep up the great work, all I can say! =)

  • I feel there need to be a clarification about Unitys license (it's been mentioned more than once here). The license states that you can use the free version as long as you don't earn more than 100,000 USD.

    (b) Unity (free version) may not be licensed and used by companies, educational institution or incorporated entities that had a turnover in excess of US$100,000 in their last fiscal year.

    In short, you can use the free version and sell your game. But when you hit 100k you need to buy a Unity Pro license (which you should be able to with that kinda money).

  • Yup, that worked.

  • Ok, that answers my question then. Was simply wondering.

    I think I found a problem with either the text object or variables.

    I have an object named "player" with the variable "health" and wanted to have the text show the variables value so I set the text to: player.health, each tick. However the text object displays nothing when I do this. However, if I instead set the text to: "Health:" & player.health, then it displays both the text and the value. I added it to the tracker with the capx.

  • There's a thing I've been wondering about. Is there a specific reason to why the keyboard and mouse objects aren't automatically added to a project? I think most people would want to use both objects while working on it and likely in the end project too.

    I'm guessing it's that way because it was like that in 0.x as well, and I thought the same then. Seems like it just adds an unnecessary step for C2 users, so I thought I'd ask.

  • Agreed, the additions are really nice! =)

    I like the way variables are handled now. If you know your variables then I think this'll help people speed up their workflow. What would make it even greater is if we somewhere down the line (not immediately obviously) could maybe get some intellisense thing going where you type in "Sprite." and you get a list with the available expressions and variables.

    One thing I appreciate that I'd like to point out is the ability to place the event sheet view and layout view side by side. I can finally work like this! =D

    This was in the first preview release and I'd thought to mention it earlier, didn't turn out that way though.

    Great stuff!

  • Neat. =)

    Sometimes when I move and click at the same time the controls will get stuck and the character will move much faster in whatever direction he gets stuck in (it seems it's random since I was moving right and he got stuck and when I let go of the keys he 'ran' to the left...)

  • I have Win7 64bit on my desktop and Vista 32bit on my laptop. My desktop broke down and now I'm stuck using only Vista, which sucks when you've gotten used to Win 7 =(

  • Tried the demo, have some thoughts.

    First, I agree with Ing. Using space in anything short of a WASD controlled game is, as said, awkward. When using a keyboard for platformers I'd, personally, prefer something more like: Z = jump, X = attack, C = secondary attack. You could also make the players able to change the buttons themselves. Would be simple enough with the Input System plugin.

    I'd suggest working on your animations. Mainly your walk cycles (most of the rest seem to be single frame animations), here's a tutorial. http://www.idleworm.com/how/anm/02w/walk1.shtml

    The boss at the end was sort of frustrating. Mostly because it was arbitrarilly difficult. It took me around 45 hits to defeat it (i say 'around' because I might've missed a couple that actually hit but didn't show) which is a lot for an in truth really simple (and early?) boss. In general bosses tend to have some sort of tell whenever they're going to attack. Your boss attack is instant, and could do with a tell of some kind.

    Also, the invisible walls when fighting the boss was annoying. If you're going to restrict the players movement you should at least show it somehow. The boss also missed me several times but I still took damage.