Julmust's Forum Posts

  • If you don't know how it's done then you probably don't wanna try to do it because the security issues involved are immense.

    Basically you should have a secure SQL sever database that both Construct (through python I guess), the website and billing reads to for usernames / passwords. I'm sure Paypal has a simple token system, where it can send a query when the order has gone through, validating the account automatically.

    The biggest problem is to secure the connection between the client or website to the SQL database. I have no idea how that is done so if anyone have a clue please enlighten us, I'm curious as well. Someone who knows basic binary hex shit can access a lot of that stuff in a Construct binary exe file I'm sure, which is why it's very scary.

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  • Not entirely true, there are very few things you can do in Construct (game logic wise) that you can't do in Kismet.

  • Once you start adding 3D features to Construct you are also going to add a heap of other issues. Like Render Order, Alpha sorting, Culling, Drawcalls, shaders etc. Personally, I don't want the developers to spend time on developing more advanced 3d features when frankly there are better 3D game creators out there (Like Unity / UDK).

  • Great music so far, keep 'em coming!!!

    I have to say this really brings back extraordinary memories. Can't choose between the two Rambo songs (Hey, atleast I nailed it down to ONE title, right?) :

    What's your pick?

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  • That looks great! I like it A LOT! The sense of vista is very present, very hard to get right (been trying to get the same feeling myself and failed miserably >_< ) Keep it coming!

  • Fabulous work everyone who contributed to Construct and fantastic work Ashley !

    Here's to 3 more years *cheers*

  • The graphics are absolutely fantastic and you're a very talented artist.

    Here's a couple of things I've observed:

    • When the player is faced with too many action inputs (e.g jumping, shooting, gliding and chat) everything gets too complicated in my opinion. In my project my rule is to have a maximum of two action inputs on the keyboard with an alternative input on space key. The reason space key is so good it's because it's a separate motion compared to your more dexterous digits -- I find my brain having an easier time of distinguishing those key presses. A last tip regarding the controls is to make use of contextual controls, for example have the player glide if you hold in jump, that feels MUCH more natural.
    • The responsiveness of your game feels very... unresponsive:) Another soft rule I have to combat this in my game is to always change the players pose when he's interacting with a new object. I feel the only thing in the way of making this a fucking fabulous game is the way it feels moving about with the player. I've spent many weeks just working on the main player and how he feels going through many iterations.
    • Don't use chat in the beginning of the game as fluff, my immediate response is to ignore them that point onwards because they're saying non-useful stuff and then you're fubared when you want to use them to actually progress the player later in the game. If you do fluff let them just trigger simple speach bubbles instead OR embed useful info in the fluff text, you know?
    • Something Blizzard found out while developing DIablo 3 and really stuck to me (paraphrasing): "We spent all our energy in designing great looking monsters to only have them die 2 seconds later, that's when we switched to the philosophy 'design the monsters to die'". I don't know how applicable you think this is but basically, the feeling of 'killing' a monster is much more 'tactile' to a player than the feeling of seeing it live you know? So, your monsters look AWESOME, now make them DIE awesomely aswell.

    Anyway, it's GREAT to see something of this quality graphics wise made in Scirra, keep it up!! Sorry if the next is near unreadable, in a hurry and gotta run.!!

  • Here's a thought, cut out stuff from pikmin screenshots and use them as placeholders?

    When you have a fun game, getting an artist is easy.

  • I don't think that's a particularly good idea.

    Who decides what's beginner, intermediate or advanced?

    Why foster a forum culture where games are divided by technical skills rather than artistic expression?

    Where is this avalanche of games and software being posted on the forums that you have to categorize them?

    And lastly -- It makes it harder, not easier.

  • Using the built-in animation tags tends to "overpower" any other animations you set. l

    Yeah so don't use the built-in animation tags? If you just use the platform behaviour and then set two or tree events "If key is pressed play this animation" and now you've replaced your entire CAP.

  • Coming from MMF2 myself, I see you're still using the same mentality in events. My second reaction is that the code feels bloated and needless to say, redundant. Just use the platform behaviour, it will save you time, performance and code-readability. I know you're cringing by now, but compared to MMF2's platform behaviour, Construct's platform behaviour actually does what you want it to do and you can turn it off when it doesn't

    However, I'm new to Construct by a couple of months so, take my words with a grain of salt.

    Good Luck with your tutorial.

  • Well, the default tags have higher priority over any custom tags you assign animations. So, if you have a guy standing with "stopping" it will override any custom tag you have because it's jacked in directly so to speak.

    So, don't use the default tags. You will actually be hampered by it. Just do it by yourself -- it's very easy! Assign "animations names" and use them instead and don't use the tags.

  • The "Superarray plugin" 'S' makes it possible to just save an array to a binary decrypted format.

  • You can't include an event sheet as an action, either the sheet is included or it's not.

    But you can activate/deactivate event groups in an event sheet that has all of your player controls. Make your Climbing group deactivated by default and just activate it when the player picks up the shoes.

    > I have a tendancy to think that stacking of the conditions matters, so if you have the least resource heavy condition first (say, is key pressed?) it will not go through the other 15 conditions?

    >

    That is correct.

    Thanks, that worked like a charm and is probably the right way of doing it

  • Say you have a platform game and you want to add the ability to climb walls if you pick up a certain object... Is it sound to do "If Player('HasClimbingShoes') = 1 then include Even Sheet "Player Climbing" (don't know the pseudo code standard around here, hope you get it)?

    ... Or should I just include those checks in the actually Events? If so, how many Conditions can you have on events? Does it matter if you have 15 conditions?

    I have a tendancy to think that stacking of the conditions matters, so if you have the least resource heavy condition first (say, is key pressed?) it will not go through the other 15 conditions?

    Thanks for your time

    ~Julmust (Swedish Christmas Beverage)