Mulkaccino's Forum Posts

  • I'm going to give a thumbs up to the Unity way of things. You could still make the free version "Pay what you want" and then apply that payment to the "Pro" version should us humble customers ever decide to go that route.

    I think you'd put yourself at a disadvantage, though, if there wasn't an in-house windows .exe exporter that wasn't either 1) free, or 2) really cheap.

    2 cents!

  • If close sourcing is better for you guys, by all means, go closed source. Some things I like to see stay:

    • it's cheapness (right now it's free)
    • it's community and their ability to create plug-ins and customize editor features
    • the user being able to do whatever they want with their game after it's compiled.

    I think the last point is most important to maintain your indie crowd. One of the things I love about Construct right now is that nobody is putting up any licensing barriers, nobody is putting their hands in my pockets looking for change. My game is my game 100% through and through that I just so happened to make with this awesome tool named Construct and their community that supports that.

    I think you guys will make a good decision though. I think we want to be a part of this as much as you want it to succeed.

    Edit: the English: my personal opinions are not universal facts Though that might make for an interesting day...

  • So... Question! With HTML5 as the base and other exporters available down the road, how will C2 manage runtime specific elements? For example, say I'm making a game and I want versions both in HTML5 and OpenGL, will shaders be implemented into C2 so I at least have the option to use them for my OpenGL version? If so, what will happen if I use shaders and decide to export to HTML5?

  • I?m making this is a thread for questions you have pertaining to Construct 2. This thread?s intention is to create a one-stop place to ask and possibly have answered any questions about C2?s features, capabilities, etc. Feature requests, tech support, bugs, etc. should be posted in their respective forum/thread.

    Don't forget to check the FAQ before asking!

    The developers are incredibly busy and won?t be able to answer all our questions, and I?m sure there will be many! Also, I imagine C2 as a work in progress in it?s baby stages, so many features and elements might change in the final product from the answers given here. Obviously, specifics and small details that have yet to be fleshed out cannot be answered. In addition, I?m sure the dev?s don?t want to get our expectations exceedingly high about features that are far, far from being implemented and overly grand in nature, only to have us be disappointed that it didn?t make the final cut because of programming, structural, time, monetary issues etc.!

    Basically, if a dev doesn?t answer your question, please don?t take it personally. They may simply not have an answer for your question at this point in time.

    The purpose of this thread is just to get a general idea of the direction of C2 so those of us excited by this great product can begin pseudo-game development in our small but infinitesimally creative minds.

    Thanks!

    -Mulk

    If this thread is inappropriate, out of place, a duplication of another, or stepping on any toes, please feel free to remove or manipulate it. My intention is just to try and help organize the Construct community in as best a way as I know possible.

  • Happy owner of a Windows7 Home/64-bit here.

  • At first I was a little bummed with the thought of all my events going to become obsolescent on a project I started within the last month. But now that I've rationalized a little bit and dug myself out of my selfish foxhole, I can't wait for C2. Can't wait! Construct is the only platform I can imagine making games on without code level programming knowledge, and anything to push it forward, I'm on board with.

    Good luck in creating a new and more robust Contrust! Go dev's, go!

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  • It sounds like you want some LittleBigPlanet type objects, which I personally think would be awesome. I wish I had stuck with programming, or I'd be all over making these as plug-ins!

  • I might be missing something really basic in Constructs UI, but if I run into this situation quite often. I have a bunch of conditions and I want to move one into a subevent that doesn't already exist. Right now I have to [insert subevent]->[create dummy subevent condition]->[drag desired condition to subevent]->[delete dummy condition]

    It'd be nice if there was a right click option [Move condition to new subevent]

  • Thanks tulamide. It was so easy!

  • Is there a way to create exceptions in families using events?

    For example, say I I have a Family called "Soldiers" of which there are 20 different types of soldiers.

    "Bullet" On Collision with Family Soldiers=>Subtract 1 from Soldiers "HP"

    Say I want to make one soldier invincible using events. How can I exclude this one type of soldier, say SoldierEngineer02, from this action?

  • Device name: ATI Mobility Radeon HD 2600

    Pixel shader: 3

    Estimated VRAM: 2290 MB

    Motion blur: Yes

    Glad to see some 2600 love on this board!

  • Hi linkman,

    Have you noticed any issues when running the debugger? With the Advanced Camera in use and debugger active, if I press and hold any button outside of the play window for any length in time, the play window screen goes completely white. However, the game is still running and detecting user input.

    Here's the .cap I'm having said problem with:

    http://www.mediafire.com/?uh5tjjzymmi

  • I'm having a specific problem where the Particles object is causing Construct to crash at runtime. Would someone else mind checking this as well?

    When a infinite particle generator that is continuously active is created, there is no problem.

    When 1 finite particle generator created there is no problem. However, when a 2nd finite particle generator is created, Construct crashes as soon as the last particle is destroyed.

    You can delay the crash by continuing to make finite particle generators, but as soon as you stop creating them, and the last particle disappears, it crashes.

    I even tried seeing if I could destroy a continuous particle generator with a fade, but that too resulted in a crash.

    Here's the .cap:

    http://www.mediafire.com/file/uh5tjjzymmi/Help03.cap

    Controls are displayed at runtime.

  • Surprisingly, my Player Select screen has the most events at 54. I'm really hard core at creating different event sheets. Wish variables could be organized into folders because my list is getting harder and harder to keep track of as it grows.

  • What the highest number of private variables one of your objects has? Just curious to see how loaded or unloaded you keep your objects

    Mine will probably be on the low end of the scale:

    19PV's for one object

    I have a total of 24GV's.

    How about you?