L5j's Forum Posts

  • Another big thing that's keeping the software back is the very quiet community, peeps seem very hesitant to assist new users with questions... I'm having a rough time learning things because I receive little to no replies when asking a question. It's a turn off, but I'm sticking it out because the product is pretty damn good.

    Well I am brand new myself, and I'm knee deep in tutorials and wading through the wiki. I think you just gotta space out your questions a bit, and work on other aspects of your game on your own sometimes. The community seems to be very helpful from what I've experienced. I highly recommend doing every tutorial you can get your hands on. Even if the tutorials don't necessarily pertain to something you need to know, you will find they broaden your knowledge of construct as a whole and better help you figure out other things on your own. It does take a bit of commitment, as documentation isn't completely fleshed out yet, but its rewarding to accomplish things on your own as well

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  • I'm probably beating a dead horse by saying this, but I think if construct games were able to be ported to phones/iphones or if the games could be played in a browser it would effectively promote itself. I think in this day and age many people are actively seeking out easy intuitive software to do just that. In fact the surge of people to this website might even be overwhelming.

    With that said, this wonderful software definitely deserves more exposure. I don't even recall how I stumbled upon it, but I do remember the first thought I had. "How am I just finding out about this now!"

    I think the most effective way to promote construct will be releasing games. So if anyone needs more motivation to work on that big project, that should be it I remember in my clickteam days, I would find ways to avoid the splash screens or the ugly games factory logo. However, with construct, and the nature of the product being open source and free, I can't help but want to put a huge construct stamp on my game to let others know. I think it was Mary Jane that made a really amazing looking opening video? I don't remember I have to go search for that thread now.

  • This seems nice, but is there any way to get it to work without the mouse? The Canvas object seems to be very strongly tied to the mouse co-ordinates, and I can't find a way to paste in the 'damage' object wherever I want (i.e. without clicking somewhere).

    Any advice on how I could do this? I guess I could use the DrawPoint function to draw an array of pixels, but that really seems like it shouldn't be necessary.

    Well I am still very new to construct, but after trying out this example I was amazed at how simple destructible terrain could be. I was excited to implement it into my games. Then I read your post and thought to myself this doesn't sound right, if this is true that doesn't make it very useful at all. So really quickly I thought I would open up construct and see if I could do it without the mouse.

    I attached what I did, its nothing special but press "Z" to drop metroidesque bombs lol.

  • This isn't clear what classes are? I'm guessing an RPG type class like Wizard, or Warrior, etc...

    Yes precisely.

    Will everybody use the exact same controls?

    Sorry I didn't mean to say hotseat, I just meant to say local multiplayer. "hotseat" is just a really fun expression to say, so I guess it slipped. It will be simultaneous playing. Because of that I'm wondering for every event in which I must say "Player 1 is pressing" if I'll need to do it for every player. Now I'm thinking of all the skills, maneuvers,spells etc, and how this could be very lengthy. So far I all have them using the same sprite but different "collision boxes" for lack of a better term. I just don't know the most efficient and smartest way to go about coding this. Since the code for the 4 players will be completely identical, I'm thinking there has to be a good approach to take.

    On a sidenote, I just want to thank you scidave, not just for your help here, but your contributions to the community as a whole. Your tutorials, particularly the rpg one I read on here, have been very helpful and inspiring. I hope to be able to return the gesture to the community later on, even if its just something small like releasing the cap file to my game so others can learn.

  • If anyone could give me a few tips I would be highly appreciative. I'm trying to create a hot-seat multiplayer game. I want to include a variety of classes but I can't seem to wrap my head around the easiest way of designing this. I'm afraid of having to code all the skills and abilities for every class FOUR times for each player. So I know there must be an easier way.

  • I'm in for an option to enable or disable them. Half the time I have to delete them or my construct file won't load up

  • Amazing job, you really have a gift for creating presentations, it was beautifully done.

  • Something interesting you could try would be to give the turret a cool down between each fire. You could then make the camera follow the round that is fired. That way it would make for tactical shots far across the map.