megatronx's Forum Posts

  • I think this would be a bit restrictive, in the sense we would lose some flexibility ; the layer system means we can split and mix & match bits of global layers the way we want, so that we can "include" relevant bits of gui/inventory/options depending on the context / levels / etc. To keep this functionality, we would still need a place to define what to include/display in each layer, which would make "automatic" global layers clunky

    Not necessarily: you could have default menus on global layout and if you'd want more flexibility you'd do that in current way. One extra option would be program to store gui layout ( as placement ), and do the rest automatically. Many ways to streamline current, often cumbersome workflow.

  • Technology did speed things up - the productivity has significantly increased. It's now possible with very limited knowledge, resources and time to create games that would have taken teams of experts years in the past. Think Super Mario on the NES ; it's now possible for a single person to create something better using modern software. Of course this example is a bit extreme and we usually want to do "more", but this in itself proves things are moving forward.

    If stability is the key, focus on mature platforms and technologies ; though while this mitigates the risk of "innovation" this also adds the risk of "obsolescence"

    I would argue that with progress of technology, everything becomes more and more loose, as less and less tight, and mario on nes is a great example, as there has yet to be a game made in c2 as tight as mario was for example . Even new smb games are not as tight as original. I played both fairly recently.

  • Technology was suppose to speed things up, but in reality, now everyone is waiting for someone else to fix something that is not working because of something else that needs to be fixed and so on. For years we are in pretty much same spot wasting time. And that's a problem across all software.

  • Basically, everything that is set to n*2 works smooth in construct2 ( or in computing in general ) I don't know why, but that is what my own experiments shown.

  • Really, there should separate layout for gui/inventory and options, that is editable in one place but displayed throughout the game, so we wouldn't have to have that extra layer or layers per layout.

  • HOLY CRAP IT'S TOKINSOM! BRUH! I'M A HUGE FAN OF YOUR WORK!

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  • Thought some sort of compiling assets option should be available in c3 i hope.

  • I think this is ms bug report forum, so you guys should start a thread and post its link on this forum. I don't use win10 yet so can't really check what's wrong. Otherwise would start thread myself.

    https://connect.microsoft.com/IE/Feedback

  • Yes, that is how it should be from the start. I really hope that scirra knows by now that what developper really need is not only good idea for a workflow but also a convinient and smart way to trim the fat and make everything as convininet yet versatile as possible, that simple stuf is there from the start, and those are my hopes for c3. /not a rant

  • Wow this is just awesome. I'm definitely interested when it's available. I'm wondering about short range weapons like in castlevania tho... although I'm sure that should be a non-issue.

    I'm sure each item will have stats to tweak.

  • This looks great! When it is going to be available?

  • jayderyu, that sounds pretty much what I was thinking. I"ll have to make some design changes to accommodate the mouse, like crosshairs and some small changes to the vehicle movements, but it might work.

    megatronx, context sensitive controls is a good idea, but just about everything can be used at any time. There really is no situation where one thing is relevant, while something else isn't.

    I'll post my current build in the WIP forums tonight and link it here as it's probably easier to play than to describe how it plays.

    I see. Don't know what your game is, but maybe a "hold to toggle" button would do; something sequential?

  • being able to set shaders quality independently would be neat.

  • Maybe you also could compress the number to inputs to by using same key context sensitive?

  • Yeah totally doable. Try out the free edition first thought, so you can see if you like it's workflow, which in my opinion is good. Also as glerikud said, go trough tutorials.