Jayjay's Forum Posts

    Naji Well, back then Construct wasn't around so it was similar products like Clickteam stuff, but from the first time I saw Construct I switched to it completely (so back in 2008, 6 years ago now

    Naji

    1. The events are already "better", especially compared to any other visual coding system I've used. Construct 2 is an open-ended tool that is technically still programming, so making events that are hard-coded to a specific game type would be something I never really want to happen (behaviors are fine).

    2. More drawing features would definitely be nice, but how it looks style-wise now is fine.

    3. This is already possible by checking the start and end position of a touch. It's very few events, but could be added to the Touch object.

    4. They've already made it extremely simple compared to other multiplayer engines/frameworks. There is not much they can do to simplify it further, especially without limiting the multiplayer game types that people can make.

    5. This is already possible, either through physics behaviors or by writing a few events.

    Construct 2 is intended for both beginner and advanced users, but is still a programming/game dev tool that requires a lot of time and effort to fully learn and get the best out of it. Having spent over 13 years working with Construct/similar tools I would say that this is good and encourages self-taught learning and problem solving.

  • Actually, if you hold shift while rotating an object in the layout right now it will automatically rotate by 5 degree increments already. Is that what you mean?

  • Edelplastic right now it's still learning by examples/trial and error. Quazi is busy adding features to make it a lot easier to work with.

  • Ah okay (eg: animations could be switched automatically by platform movement/etc)

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  • Why is it not good enough? You can check for every possible animation name your colleague is using, and sticking to the same naming standards is generally the best practice overall.

  • Maybe you can make the conditions for animation check a sub-event and then right-click it and say "make OR block". That way the code above and below wouldn't need to change.

  • Construct Classic, although a great tool, had no real possibilities of growth due to some deep bugs and the extreme difficulty of coding it to support multiple platforms. Scirra took all the awesome knowledge they gained, and applied it to a fresh start.

    I'm sure there's still people using Construct Classic to make games for Windows, but Construct 2 is much more stable both in editor and runtime and has some really awesome advantages over the old CC.

  • Looks cool That'd be a good graphic style for a high-res platformer I think.

  • Naji

    RookieDev

    Or, people can start using 3D in Construct 2 right now already with Quazi's plugin:

    Or the older Copperlicht plugin which is still hanging around.

  • No problem!

  • Free games are good but maybe you should share your next/current idea in your original post above so that new people can come and see the idea and then you have better odds of people joining your team/volunteering their time to the same goal/idea you have.

  • The arcade games themselves have a discussions/comments section underneath each game.

  • It has only been 3 days since you first posted here, most people who are around here do have their own games/goals/dreams that they are working towards so it will definitely take some time for people to respond to this.

    Try sharing your ideas/plans here so the right people apply with similar goals in mind. Otherwise a team with no real direction (or convoluted ideas) disbands.

    Good luck!

  • As a solution to the sound, all you have to do is save the game project in Folder format, then overwrite the sound files in Construct. If you need to use the IDE to convert to the OGG and AAC formats then you can import under a different name, then in Windows re-name/overwrite the original SFX.

    To me, Construct 2 engine/core and plugins are the most important parts to focus on for now. The resource management is a bit bare-bones, but it does work. I'd rather that they are done after the main game engine has all of the original features and modularity/team development options that were originally planned.