Jayjay's Forum Posts

  • Good evening everyone!

    So we've been very busy over here trying to get one more big public update before we go into closed beta until the end of development. With the graphics update it's caused a lot more work but we feel the game has become much more exciting with the new graphics!

    As usual nothing in this demo is final, we may change our minds about a lot of things here before the final game is released. Still a ways to go yet!

    Download the Demo from our Greenlight page!

    So here is a list of the main updates you will find in this demo:

    4 full stages of game play, stage 4 is in early beta but very playable! The entire first chapter of the game!

    The shop is open for business! At the beginning of stage 2 and the middle of stage 3 you will find a shop rising form the ground where you can spend your hard earned coin on power ups. Not all power ups are available but at least you can check out whats to come!

    The all new map screen! A more colorful god view of the Chapters as you progress!

    There be dragons! Fly on the back of an undead dragon and beat the giant undead boss at the end of the stage! In full color 2d parallax goodness!

    Options menu is closer to completion. Also randomly plays music until we get our Juke Box completed!

    The three difficulty settings now do more than just set your lives and hit points. They also dictate how you continue after losing all of your lives. Easy - Continue at stage and check point, Medium - Restart at beginning of stage and Hard - No continues for you!

    Massive graphic updates since the last demo release. The villagers have had a make over and, oh yeah, they are also prisoners you free through out the stage by pressing up them! Bonus XP!

    Co-op is available in this beta but it's still buggy so use it at your own risk!-Controllers supported for both Players, check the options menu for setting the controller mode

    Tons of bug fixes, and lots more!

    The intro will see an overhaul before the game is released as well as cutscenes added between chapters. There should be an explanation as to where the dwarf character comes from but we didn't want to rush it for quality sake! The stage outros are all intact but the text is not final. Especially stage 4!

    Download the Demo from our Greenlight page!

    Here are a bunch of shots of things you may (or may not :P) see in the new beta/demo!

    <img src="https://s3.amazonaws.com/ksr/assets/001/603/445/b8b36151b6ef62633f39bc0f15d7644d_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/603/447/b998730148c6df7217597799ef4b06fc_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/603/441/a07fd6f9c24498ca492fdfe4ce46834d_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/603/450/e275fa036afcbe74d873eb5ef0b29b24_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/603/451/1a642e76ff2639390d360c1d9a3fc00b_large.png" border="0">

    So for most of you this will be the last demo you see until a week roughly before the games final release! We hope you enjoy it and please feel free to shoot us any concerns or bugs you may find!

    And yes the 8-bit mode will be in the game. We may have to bump the release date to get it done, but I miss it already!

    Thanks for playing!!

  • I've been beta testing Project Spark too and I feel that it does have a ways to go, however I don't see it as a true "game maker" nor trying to compete as one.

    Instead, I see Project Spark as something like Garry's Mod, a make-it-yourself game to play and share with friends. It's trying to make itself accessible while also letting people get an idea of how 3D games are made in concept.

    However, this does also show that there is a huge demand/market for easier to use 3D game development tools. Personally, I find Craft Studio to be a great filler for this (Unity always seems too awkward to me), but something more like Construct 2 would be awesome in 3D game development.

  • It's really best to suggest that user only play your game with no other games open, Windows Vista is the only OS version that I know is buggy with CC.

    Is there something special you use your game/app made in Construct Classic for that you want to run it while playing other games? I'm trying to understand more about what the issue might be.

  • It actually reminds me of the NES/Atari/etc strategy game: M.U.L.E.

    http://en.wikipedia.org/wiki/M.U.L.E.

    Your game idea sounds awesome and very possible with Construct <img src="smileys/smiley4.gif" border="0" align="middle">

  • Your game is cool, I like that it's mouse only and could see a mobile port doing well (unfortunately, because it's based off Warcraft you can't sell it though, as you may get a cease and desist from Blizzard)

    Also, please do not bump your post, it's fine to post an update to the game and similar things but even then it's good to wait a few days before you do this unless you have some huge update.

    Your post will eventually be commented on by the community members such as myself, and even if there are very few comments people will likely still see and try your game.

    Edit: Also I just saw that you're looking to replace the Warcraft content with original files, so that's awesome! Looking forward to seeing your game on arcades and maybe phones someday <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I've not seen Linkman2004's original cap, but here's a 3d point rotation/wireframe example if it helps (Construct Classic): https://dl.dropboxusercontent.com/u/4714446/Lines.cap

  • Hmm, well it's known that Construct Classic is buggier than Construct 2, but you could check if you need updates to DirectX 9 or something.

  • Fullscreen mode in Construct Classic is super buggy from what I've heard. It's best to run your games windowed.

  • blackstr Sure it's do-able <img src="smileys/smiley1.gif" border="0" align="middle"> here's a really basic way to do it: https://dl.dropboxusercontent.com/u/4714446/TimeRewind.cap

  • From Chris' update on Kickstarter: Stage 2 bosses are complete! They've actually been done for about a week I just haven't had time to make a video as I've been plugging away at stage 3 as well - which is also almost complete. Stage 3 had to be completely redesigned and redrawn as it was far too long and not co-op friendly.

    Here is a video of the 2nd boss fight titled "Two Bosses, One Cart." as well as a few screen grabs of stage 3!

    Enjoy!

    [TUBE]http://www.youtube.com/watch?v=KpIDeQn5Zjw[/TUBE]

    Subscribe to Construct videos now

    <img src="https://s3.amazonaws.com/ksr/assets/001/548/573/aec0dd93980e13dbb18869819ee45bc6_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/548/577/85a15f04adaac652ca3caa119ed4700c_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/548/579/27cafb47d7510409f24aae6d29030115_large.png1390326767" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/548/585/4dde006c2217deaaec1b617f76e523bb_large.png" border="0">

    <img src="https://s3.amazonaws.com/ksr/assets/001/548/590/a2add453fd7170b1145f9616d4764739_large.png" border="0">

    Chris and Daven

  • I feel that it's not a choice between CC and C2, it's a choice to learn Construct's awesome way of making games at all. Any use of CC eventually becomes a C2 user when they have commercial goals or want to reach other platforms.

    I guess it doesn't help that the forum title is CC vs C2. I would never want someone to think of the two programs as competing, because Construct 2 is genuinely a new and improved version of Construct Classic.

    However, Construct Classic is still useful and a great tool, even if just to give testament to the awesome work that Ashley and Tom are doing, and I feel it will always deserve a mention and continued appreciation.

  • Sure thing, be sure to stop by the CC Help & Support forum if you ever get stuck <img src="smileys/smiley1.gif" border="0" align="middle" /> Also, I've got a bunch of examples and game source codes free to download in the page in my signature that might help <img src="smileys/smiley4.gif" border="0" align="middle" />

  • The biggest difference depends on your budget, if you want to make sales, and if you want to get your game on different platforms (phone/etc).

    Construct Classic is no longer developed (no updates, no bug fixes, smaller community following), but it's 100% free and open source, meaning you can sell your games without paying for it. Construct Classic can only be used to make and play games on Windows PCs. And in some cases (Vista) it can be really buggy.

    Construct 2 is not free to make bigger games/sell your games, but it can export to web, mobile, and other consoles in future. It's also being updated all the time by the excellent Scirra team, and will soon have awesome features like online multiplayer built-in.

    If you find a bug in Construct 2, the dev's will be able to help find and fix the bug, and if you get stuck there's tonnes of people in the forums to help you out. However, C2 currently needs a Windows PC to make the games too *but they can be played on Mac/Linux*

    Either tool can be used to make great things, and have fairly similar interface and coding style, so it's really personal choice in the end on what kind of games you want to make.

    Hope that helps! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • DrewMelton unless you want to pay the money to protect your company name and incorporate/copyright/etc, then it's mainly just googling to make sure the name you want isn't taken, and saying that's your chosen company name.

    Then you can go through buying the domain name for it (.com, sometimes .net is good too), set up a website and media stuff etc <img src="smileys/smiley1.gif" border="0" align="middle" />

    But, this doesn't really protect you legally from intellectual property theft, I don't think that's possible without paying for it.

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  • Okay, so lets say your animation frames for the directions are: 0 - right, 1 - down, 2 - left, 3 - up

    right after the bullet is created add an event for the bullet:

    Set angle of motion (or bullet angle? not sure here) = 90 * Sprite.AnimationFrame

    This way the bullet will go:

    Frame 0 -> 90 * 0 = 0, right direction of movement

    Frame 1 -> 90 * 1 = 90, down direction of movement

    Frame 2 -> 90 * 2 = 180, left direction of movement

    Frame 3 -> 90 * 3 = 270, up direction of movement

    Hope that helps :)