lolpaca's Forum Posts

  • Very nice Shouldn't be too tricky to auto-generate maps either if you decide to go that route.

  • Fantastic, thank you

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  • Scirra needs to create a subscription based model.

    I'm not talking high, maybe $50 - $100 per annum above the personal/business purchase price, which includes multiplayer, exporters etc.

    If Scirra did this, I would stop using Construct 2 and I think probably many other people would as well. I'm not saying it isn't worth it - it probably is - but it would be the final push I needed to stop using game engines and learn to code properly dammit. Just my 2p.

    I do have a quick question, though. I only really want to make fairly large and complex games for desktop PCs - I'm not really interested in ads, mobiles or any other platform - and lot of this discussion is a bit over my head For users like me, are Construct's export options (which is Node-Webkit I guess) good for what I want to do?

    Apologies in advance if this is exactly what everyone's been talking about, and I'm being thick...

  • That's awesome, I can't get over how good it looks. Also, I want the guy who narrates the video to read me bedtime stories.

  • Wow, The Next Penelope looks amazing. Without wanting to knock Construct 2, the guys making it really seem to know their stuff - is there a reason they're using C2 instead of coding it?

  • Yeah, it is for C1, although it works almost exactly the same in both. I translated it into C2 without too many problems, but I understand it's not that straightforward for everyone, especially if English isn't your first language.

    I am working on my own tutorial for more advanced procedural generation in C2, which updates and expands on abhilash's one - it might be a couple of weeks before it's ready though. Until then, I'd recommend you get used to working with arrays, you're going to be seeing a lot of them

  • spy84 I wasn't talking about anyone or any game in particular, sorry if it came across like that! There just seems to be a lot of talk about monetising, advertising etc on the boards, but sometimes when I click through to play the game in question it's either in need of a *lot* of polishing, or it's a very simple clone game that already exists 1000 times over. It sometimes feels like people are putting the cart before the horse a little bit.

    Anyway, I've just realised this isn't really relevant to the main topic which was about exporting, so I'll shut up

  • Not to sound rude or anything, but I do think some people here would do better if they focused less on how to make money from their games, and more on how to make their games better. If you've bought C2 expecting to get rich quick by flooding the app stores with clones, you're gonna have a bad time.

  • It's looping cos you haven't set any restrictions on it Add a Trigger Once, or make it a sub-event of "On start of layout"

  • (Forgot about collision polygons )

  • I think skozax is asking how to make a melee attack that can be interacted with. , try going into your melee attack animation and adding an image point over the character's fist (or whatever you hit with). Then create another small sprite about the size of the character's fist, set invisible.

    Then it's: When character's animation ("melee attack") is playing > Set (fist sprite) position to character's image point (fist). Then you can base your collisions etc around the fist sprite.

    Something like that should work

  • It's really not. C2 is light years ahead of MMF in pretty much every way aside from native exporters.

    I agree. I used MMF2 for years and while it's not a terrible program, it gives you nothing like the freedom C2 does. Lots of annoying and arbitrary restrictions on simple functionality.

  • Ah, spending rainy lunchtimes at primary school copying out routines in BASIC from a big red book, on a BBC Micro. Good times!

  • Actually, Tilemap is already sort of a 2D array, so you might not even need a separate array. Hmmm! :O I'll have to look into that.

    By the way, I plan to write a tutorial that builds on Abhilash's procedural generation one a bit, so more people can have fun experimenting with it in C2

  • valdarko yep, it's the same principle whether you're using Tilemap or generating sprites - either way you're using coordinates on an array to place tiles on the layout. I use a mix of Tilemap and sprites in this, Tilemap is a bit more fiddly when referencing individual tiles in events, but it's so much more efficient memory-wise.