Mipey's Forum Posts

  • I believe Switch logical statement would have solved at least one problem beautifully.

    + SWITCH: Sprite.Variable1
     + CASE: Sprite.Variable1 < 0
     > do something
     + CASE: Sprite.Variable1 >= 0 AND < Sprite.Variable1 < 1
     > do something else
     + CASE: Sprite.Variable1 >= 1
     > do something completely different
    

    With picking and all that.

    + SWITCH: Sprite // picking pool
     + CASE: Sprite.X < 0
     > Sprite: Destroy
     + CASE: Sprite.X >= 0
     > Sprite: Sprite.X - 120*dt
    

    The above example is basically an IF statement with ELSE. Sure, all conditions are checked, but that's a small price to pay for elegance and practicality.

    Before you say that this is what events and conditions already do, switching makes sure the variables it compares are immutable (so you don't do things like compare X = 0 and alter the X in the same step, which can cause oversight bugs)

  • Indeed, it is a good practice to reuse the same object whenever possible.

  • Selected other. I'd like more control over asset management (sounds, images etc.). Manual asset loading for example, so we can pull whatever we need and handle the loading screens ourselves.

    I realize this is a feature many of us could live without, but it sure would make development of asset-intensive projects less painful.

  • You can use clamp expression for that purpose.

    For example:

    If player overlaps cake then lives = clamp(lives+1, 0, 5)

    See system expressions in the manual.

  • Perhaps "no coding" would be more accurate.

  • > Two words: state machine. It'll make your project a whole lot more manageable and it is easy to visualize.

    What is state machine ?

    programmingbasics.org/en/beginner/fsm.html

  • Two words: state machine. It'll make your project a whole lot more manageable and it is easy to visualize.

  • So, lately I've played Kamidori Alchemy Meister (now that there is a translation patch) - and I was quite impressed by the way it was done. There is a staggering amount of plots, each of them could hold its own as an independent novel pretty well.

    The plot is not the reason I'm writing, however. The game feels very well done, gameplay incredibly polished - and the best part is that it all seems quite doable in Construct 2.

    Basically, it is a visual novel with SRPG elements. Scenes, battles, crafting (alchemy) and so on. There's so much content the first playthrough is merely a tip of an iceberg - and it all seems relatively simple to accomplish.

    Since I am more of a writer than developer, I've written quite a bit already, I feel drawn to such a game engine. And so I feel inspired to create a similar system in Construct 2.

    So over the next few months I'll be mulling over an implementation of a VN/SRPG engine. I already know it'll be challenging, but hey, it'll be fun!

    What about you, does anyone else get inspired by games they've played? Share your experiences!

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  • I believe that's a feature that should be handled by dialog boxes, not spritefont renderer. Divide et impera.

  • That's pretty much it, yeah.

  • Hm, looks like Z-ordering ACEs were added after I started the spritefont plugin... it was missing the flag to enable those.

    Added the flag now and updated the download, let me know if it works.

  • SoldjahBoy created a fancy website with Construct 2, I believe.

    However as the above are saying, Construct 2 is primarily a game development tool.

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    10MB broadband.

  • The title may have you scratching your heads, but that's the best short description I can come up with right now.

    Right now, C2 plugins are rather at odds; third-party plugins can't be used for arcade and everyone that shares the capx needs to get those plugins as well. Then there is the whole mess with naming conventions and all that.

    So I propose a reorganization, rather a project that would streamline and simplify the whole plugin-making business.

    Let me list a few issues first:

    • plugins are often used for a limited subset of features. The rest of features are dead weight, extra lines of code being loaded but never run. It is in our interest to keep HTML5 games as lightweight as possible.
    • additional plugins create confusion. Naming convention, clutter and all that.

    Having dabbled with Construct 2 SDK a bit myself, I've begun to wonder: what if there was a tool that let you pick the exact features you want for your game and combine them within a single plugin to include with your game?

    So here we go, "stitcher" of sorts. A tool that could do the following:

    • provide a set of available features, let's call them "snippets"
    • merge the selected snippets into a single plugin, following set rules and ways of the SDK (ACEs and stuff)
    • provide means for users to insert JS code and use it with their game without having to wade through the whole SDK process
    • provide means for users to share their snippets

    So what we would have is a library of code snippets that the tool could build into a custom-tailored plugin. By delegating naming conventions and such to the tool's ruleset, we wouldn't have to worry about naming convention or even conflicts - it all would be behind the scenes.

    For example, we could have a library of math expressions. An extensive library of functions. Just pick the expressions we want and bundle them up for the game.

    We could also use that neat custom movement behavior developed by another member. No problem, tick it and it's in.

    Of course it would be kind of tricky to work fundamentally different features together, so the tool probably would have to create several separate plugins, but as far as user is concerned, it all would be in a package.

    And there you have the potential: packages of features designed for a specific game type. RPG package. Platformer package. Strategy package. Classic point-and-click adventure package.

    It would be just like a custom-tailored toolset to make your game with. Need a feature? Toggle it on. Need a custom version of the feature? Toggle it off and provide an altered version.

    So, yeah. Feasible?

  • Hmm... interesting idea. What about exporting to something like allegro or SDL? Could then C2 hit Windows, Mac, Linux, iOS and Android with one exporter? Or are there too many differences between the platforms even using a framework like those?

    Rather than SDL, how about the more modern SFML?