Mipey's Forum Posts

  • Hm, it should be timedelta'd...

  • I prefer Pixar. No musicals.

  • Hm, this feature that is critical for beginners is only available as a paid asset. I'm not too keen on spending money to try something out.

  • Er... Those symbols are operators, which are used by the runtime. Variable names should never use symbols that already are used by the engine/language. They could break the flow, which is why they are disallowed.

  • Filters, more specifically masks.

  • Ew to WYSIWYG editors.

    I second Notepad++ or any other text editor, if you already are familiar with HTML and CSS. I'd recommend browsing the latest web design documentation/tutorials; older ones are still stuck in the ancient age, when tables iframes were acceptable for website layout. Nowadays web layouts are made of bare elements, such as div, span etc., and everything is styled in the stylesheet.

    Remember that HTML is for content and CSS is for presentation.

    Alternatively, if you want a more powerful and flexible website, I'd suggest picking a CMS up (wordpress, joomla, drupal or one of lightweight alternatives). Simplest way (in terms of effort) would be a Wordpress blog on your own host.

  • I am sure they'll focus on .exe exporter as soon as they get major roadblocks out of the way - that being the fact they're still studying. Until then, HTML5 seems like the "cheap" option to build Construct 2 on - it is much easier and faster to develop than OpenGL windows app.

    (I wonder - could the Construct 0.x runtime be extracted for use with Construct 2? I know it is DirectX and all, but hey, it has effects, .exe etc.)

    Anyway, as the license is concerned, I had planned to buy the better license to help motivate the project. I've got a suggestion however - what about an one-year license? That'd be attractive to part-time users.

    Another suggestion - the demo should be latest stable release, while license should grant access to development builds. That way you'll get people who want in on the newest features to buy a license (especially if it is going to take a month or more between stable releases).

    Now, there is one concern - compatibility between projects, made in different versions of Construct 2. One could be made in stable release demo, other in nightly build; obviously we can't expect that to go very smoothly for team projects.

    Now, a question since I just mentioned team projects - how would you approach team licenses? One for all copies of Construct 2 running on different computers? Or will each instance require its own license? The obvious choice is to allow several Construct 2 instances with one license, since the other option sounds too harsh for people with laptop, desktop PC, mac and smart fridge.

    Well then, I should be working now. Excuse me.

  • And they'll only get better & faster (with better hardware being more represented over time), so with time Construct 2 HTML5 can only become more powerful.

  • Array and hash.

    Also sprite color filter, opacity, tiled texture capability would be nice too.

  • Latest FF, as in 3.6.13, or the FF 4 beta?

  • Graphic card limitations. Quite a few graphic cards render textures much more efficiently if their size is power of two (16x16, 32x32, 64x16, 512x512 etc.). Some even have errors if you don't supply power-of-two textures (seams, tearing etc.).

    So it is a good practice to stick to sizes like 256x256, 512x16 etc. (don't have to be squares).

    As for large scale images, if only there was a way to only load a part of the source image... Alas, you'll have to make use of some tool to break those large images up, index each piece and then have Construct load them before they are displayed.

    You could also use level of detail; a low-resolution image for preview, then as you get closer, show the high-resolution one. Just like Google Maps.

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  • Text can go blurry if it is in non-whole coordinates. Which pixels does it occupy when you put it at X 22.5 and Y 22.5? It should be less blurry if you use integer coordinates.

  • Construct splash for loading screen.

  • My couple cents:

    • hobbyist license - free (+ pay what you want) for projects that will not generate any revenue (free games etc.) - watermark, splash
    • indie license - free IDE, a reasonable flat fee for each exporter used for distribution of the game that generates revenue, premium plugins
    • developer license - free IDE, source code access, plugin SDK, a flat fee for each exporter used for distribution of the game, premium plugins

    Fees are per game release. I believe flat fees are better than royalties, since royalties are a pain to administrate. Moreover, the more successful the game is, the more traffic it would drive toward Construct 2.

    Also, since there'd be a fee for each exporter, the developer would want to polish his game before releasing it. So less half-assed games out there on the market.

    Did you notice premium plugins? Those would be plugins created by community members or anyone outside Scirra; they could release plugins for free (hobby license) or premium plans (meaning that they get a small share of profit if their plugin is included in a licensed game). This would be a good incentive for developers to release quality plugins; the better plugin, the more likely it is to be included in a game project, thus more likely to earn moolah.

    Each game would have its own license key integrated, which would then be checked with the Scirra database for authenicity of the game.

    Everyone would want to start with the hobby license, which would be free and allow them to release as many free projects as they want - as long as they don't make any revenue (from sales, advertising, paypal etc.)

    Should they want to sell the game, they'd have to get the individual indie license key for the game. This key would then be assigned to the game; it would also serve as the unique identifier for the game (and its revisions/patches).

    The developer license would come with everything a developer would need to extend Construct 2.

    Just my modest 2 cents.

  • Closed course doesn't necessarily mean "not free". It is just that the source is not accessible. It is not like there are hordes of people working on Construct. From our perspective, that is the perspective of Construct user (as well as plugin developer), there is no difference between open and closed source.