MBK's Forum Posts

  • Thanks David!

  • How does Construct tell the difference between instances of an active?

    Is it just like TGF's rather poor method of using Spread Values and the collide with another object semi-automatic way that you must design your whole code around (depending upon the use) or does it have several or at least one better method?

    I'm also curious about the active limit. I remember reading something somewhere saying that Construct has an unlimited amount of actives available and without any slow-down, is this true?

    If it is, then that means Instances are less needed, and if I wanted to, I could just code the whole game according to each seperate active object, using as many as I need to, correct?

  • WEIRD. But simple enough if I remember it's there.

    Thanks for that.

  • I can't find it. Is there a way to maximize windows within Construct, specifically the Sprite Editor window? In most programs within windows there is a few small buttons in the upper right hand corner for maximize, minimize, and returning it to the starting size.

    If there is no good way to maximize it, then it should be added to the features needed list.

    I've noticed that you can just stretch the window, but it's really not the same, as I'm tremendously picky about the window being exact for some reason, and it therefore takes extra time to line up the window with the screen edges EACH TIME that I open up the sprite editor (cause it resets to the default size). A maximize button really should be there.

  • I've looked at a few tutorials and such in the past, and I've played around with Construct a little bit, but I'm generally not so good at finding everything unless it's right out in the open.

    I am curious as to whether the sprites' pixel amount can be changed and if so, then where?

    It's easy to just stretch the images size, but I mean changing the actual pixel count.

    That simple little thing is pretty much all that is keeping me from using Construct.

    Is there a way to type in the amount of pixels to be stored in a Sprite like how you can in The Games Factory?

    Is the pixel editor still unfinished or am I just missing something?

    I recently downloaded the 98.9 version of Construct and I still have my old version, and neither seem to have an easy way to create a sprite at the exact pixel size you want (not stretching).

    I hope it's there and I'm not seeing it. I could just import images, but I'd rather just use Construct for all game creation aspects (except music of course) (unless you wanna add that ), including making sprite animations.

    If someone could point me in the right direction I'd appreciate it. Thank You.

  • An All-Inclusive Animations Editor. That way, people won't have to search Constructs entire interface to figure out how to change things like animation frame rate.

    Also, maybe the animation speed system could be altered slightly so that you can have one frame of an animation show at a different rate than the other frames ... basically a different speed for each frame, instead of just one speed for the whole animation. Or a frame delay, if you want to do it that way.

    I'm extremely concerned with the Graphics/Animations interfaces because that's where most of the time is spent. A well-designed built-in graphics editor can save alot of time and keep us from having to use an outside paint program and importing the graphics.

    I've noticed that there is a rectangle outline tool and an oval outline tool, but Where is the Filled Rectangle tool ? ... and the Filled Oval ? .. they are just like the outline tools but make it filled in.

    I use the filled Rectangle tool ALOT in The Games Factory and quite a bit in GraphicsGale too.

    But I Rarely ever use the Rectangle Outline and the Oval Outline tools. The Filled versions are good for erasing, shaping, and covering over. The Outlines don't Cover over and are useless for erasing large sections with the transparent color, and add extra fill steps if used for shaping.

    So I can't stress enough how much the Filled Rectangle tool is needed.

    I also noticed that you've gone with the Eraser method instead of the simpler more efficient and much quicker method of erasing by drawing with the transparent color. If some people like the eraser fine, but it would be nice if you would include the Erase by Transparency method as well.

    And I know that has to be an extremely simple fix, since the flood fill tool can erase with transparency already. Yet for some peculiar reason, the pencil and brush tools won't erase by use of the transparent color. Please please fix this. It really does save alot of development time to not have to switch back and forth to the eraser all the time. I erase as frequently as I draw.

    And if you really want to make things nice .. the color picking system would be better if instead of using the switch color by clicking on button and use an annoying color picker method .. instead of that ... just make the right click of the mouse pick the color and do away with the color switch button, because it is much faster just to right click on the colors you are using. I flip back and forth from the colors I need and transparency much quicker with that method. The button switch color thing even takes longer for black and white graphics, because you have to click that tiny button to flip the colors. Or if people like the color flip method, keep it but use the right click method too, making the right click a color picker for the main color in use of the switch boxes.

    Thank You for creating this awesome program Ashley ... and thanks for reading and hopefully implementing the things that I have mentioned here. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • "MMF2 has extensions, but Construct supports them too! So it's up to the community to create whatever they need, a pixel physics? Other stuff? All possible with plugins."

    I'd Love to learn how to make some plugins for Construct and TGF 1 (I don't have MMF or MMF2).

    But, I don't even know the simple things that should be known for any interface yet, you know, stuff like .ini files, arrays, grid movements, and online scoreboards. Simple stuff to most, but I have yet to learn them and a few other things. I've only made 3 games so far, and 1 of them was just to say I had actually made a game. Don't get me wrong, I've made a few good movement engines and such, but other than 3 games and a few movements in TGF, I have no idea what I'm doing when it comes to coding. My main problem is that I tend to get bored/distracted too easily when trying to learn the more dull and boring aspects.

    It would be nice to see some extension creation videos for Construct and even MMF/TGF.

    I like Construct, but I'm not so sure how good of a game I'll be able to make using Construct until it becomes a bit more Stable. I have nearly mastered TGF 1, without using any extensions I can make virtually any 2d game I want to, except a pinball game, because I'm confused about how to get the ball to bounce right (hard to explain). Oh yea, if anyone gets that Bug in Construct when you X close out of the program, note that you can go under File, then click on Exit to avoid the Bug.

    Thanks for Reading !

  • Wouldn't it be easier if gravity was just added to the conditions portion of the event, easier to understand and easier to access when frequently used ?

    I'm not sure what you mean. Can you explain that in a different way please ?

  • I don't quite understand. Couldn't you just remove the transparency portion of an object from being counted as a part of the object ?

    In The Games Factory, the Transparent part of the animations does not count toward collisions.

    Or maybe I'm getting it wrong ... can transparency be excluded normally but just not within the Physics system ? .. If collisions are boxed-based in Construct, with no way around it, then that totally ruins it for me.

    I absolutely Need a good collisions detection system.

  • I'd like to see Gravity comparisons added to the events for the platform behaviour.

    For example, lets say Gravity is less than 50 and Sprite is not overlapping ground ---> add 1 to Gravity.

    So far there only seems to be comparisons on the Actions end of things, but it would be useful on the Condition side as well.

    Thanks for Reading !

  • Thank You Arima.

    It might be better if it were changed to hold right click, then left drag to copy.

    That way only the mouse has to be used.

  • Ok, here's my issue ... drag and drop events ... I was expecting it to copy it automatically when dragging and dropping actions from one event to another. And it Should work that way, because think about it ... When does anyone just move an action ? .. rarely ... and that can be done easily just by deleting the copied item. But if you leave it as is, you have to either create the same action over again, or manually copy it by using ctrl + c, then use ctrl + v to paste it, then move it to the new location. It's irritating and time-consuming that way. This is the sort of Interface type issues I've been talking about. The little details matter a great deal.

    So, I was just hoping that maybe in the next version of Construct, you could change the drag and drop events into a drag copy instead.

    Just keep improving Construct and it will be better than all the other click type interface game creation tools.

    Thanks for Reading !

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  • If there were a program that could make a 3d Sprite grid level and create 3d sprite grid objects to move through the level, and rotate them as well as Construct rotates 2d things, only during Runtime too, then be able to shape the inside of the 3d pixels to smoothe and round the edges, that would be truly Awesome.

    Most 3d throws away the sprite system completely though, and instead uses points and panels between the points.

    But it would be neat to see 3d done with 3d pixels instead.

    If I ever figure out how to use Construct as masterfully as I now know TGF ... then perhaps I will attempt to create such a system. I'm rather curious how memory intensive it would be.

    But, I see no reason why the outer edge of 3d sprites could be filled (using memory) while the inside is left hollow (no memory used for empty 3d pixels) ... like a candy shell with no chocolate, cause all you need really is the shell to interact with other such objects, right ?

    In fact, if some sort of mathematical formula to empty out all the pixels in a 3d pixel object except the outer layer was created, it might be faster and easier and maybe even use less memory than the current 3d methods. Think about it .. for some reason beyond my knowledge, tiled backgrounds work faster in MMF than one big picture for a background. Or so people tell me anyway ... but, if that's actually true, then would it be the same with the panels placed on the points and lines in 3d editors ? ... so basically the smaller "tiled" 3d pixel version would work faster and eat less memory ? I really don't know, but it would be neat to see done even if it doesn't work that way.

    Think of the 3d pixels as empty cubes, only the outer edges using memory. Or maybe even empty spheres.

    If nothing else, then it would make a really sweet sculpture artists' program for practicing shaping and whiddling away from a block of wood or chunk of clay without using up so much time and without the need for any actual art supplies. No need of wood or clay

    I know it's a little off-topic but it's still talk about 3d.

    Thanks for Reading !

  • This is not a Bug Technically, but it IS a minor issue that you should know so you can fix it.

    Whenever you create a condition, then go to put an Action under it regarding the Jump Strength, there are *** 2 *** Jump Strengths' shown, One of them is actually Jump Sustain (whatever that is) so should be listed as such.

    Minor Issue I know, but it does matter to have everything say what is actually there.

    Oh yea .. a tiny detail thing too ... Invert looks alot like insert and therefore is rather difficult to notice, especially if you haven't used Construct before. Maybe Invert could be called Oppose or Reflect or Opposite or Negate (that's what they call it in TGF) or Mirror Form or Heads and Tails (Heads for positive, Tails for Negative) or Flip or Flop or Conflict or Contrast or Counterbalance or Renounce or Refute or Contest or Controvert or Contradict or Protest or Resist or Dissent or Veto or Blackball or Negative or Pit or Match or Face or Confront or Counteract or Fight or Repel or Repulse or Rebuff or Counterweight or Counterpose or Buck or Contend or Debate or Fence or Repudiate ...

    point is .. Inverse and Invert look alot alike and there's lots of other words to choose from.

    I kinda like either Reflect or Oppose.

    Thank You for making Construct btw ... I am having a bit of trouble with it though ... it could be a little bit more user-friendly ... I like all the features and everything ... but, it might be a good idea if you'd take a look at a few Nicely made Interfaces. Check out GraphicsGale (it's a pixel animation editor) .. notice how simplistic everything is ? ... all can be easily found and learned by the user.

    Also check out The Games Factory by ClickTeam. NOT MMF, NOT MMF2 .. they ruined the interface when they made those ... not even TGF2 ... Only TGF 1 has a truly wonderful Interface.

    Simplicity of design, while still powerful, ease of use for the user ... that's the key.

    Don't get me wrong, I'm loving Construct so far .. but it would be MUCH better with a few interface optimizations. I'm not saying to make it like either of the things I've suggested to look at ... just saying look at them to get an idea of what is easy to use and very comfortable as Interface.

    It will make Construct even better. Thanks for reading !

  • That's actually pretty brilliant. ... Kind of like a better version of the Event Grouping available in The Games Factory. Ashley's Construct app is good an' all, but it Really could do with more Organisation.

    TGF actually goes another route in regards to this. It allows you to cut and paste any section of code within the event editor and even put events into groupings, so they can be easily moved and manipulated and referred to with values. And when you need to copy a single object from one level to another, you can do so easily and even take the events associated with that object automatically if you want to. If there was a product with the Interface of TGF and the options offered in Construct (it looks like there's some nice things from 360 degree to all kinds of built-in gravity choices) ... and if it was fairly priced, then I would buy it in a heartbeat.

    The idea you have suggested here could help some with the Organising aspect needed.

    Construct currently is a fun toy to play around with, but in order to become a serious game creation masterpiece, a few organisational efforts like this should really be implemented to gain the ease of use and speed of development that every click style interface strives for.

    To be honest with you j0h, I really didn't understand what you meant until after having read this thread here. But now that I understand, I see that it really could save quite a bit of development time.