Mystwalker's Forum Posts

  • In reading the article Kyatric posted, I think they would say yes. C2 is built as a modular program, so any future modules, plug-ins, behaviors, etc must be geared to run projects built with previous versions of C2.

    That sounds great then... Thank you for yer time and help!

  • I hear is bad with big projects.

    I have a question for the developers of C2. If I started my game before the EXE exporter. Would it still be compatible once the EXE project is out?

  • Can you display the grid in C2? I couldn't find that option.

  • Well since you guys are wandering off to stereotypical rpgs

    I would rather aim at a "Castle Crashers"- like game judging by what Construct 2 currently offers.

    I'm just not cut out for that kind of game.

  • This. Construct Classic has everything you need to make a RPG, but has a few stability issues (apparently) with huge games, like RPGs... So if you're interested in making one with C2, there's no doubt that everything you need will be added in time. Just got to wait.

    And while you're waiting, there's nothing to stop you creating all of your art assets, writing the backstory, the lore, the main quest, exploring your characters etc etc. You've got a good year or two yet I imagine, which is plenty of time to have everything ready, allowing you to blitz straight into the engine without worrying about creating the resources ;)

    Yeah, I'm so confused about what to do right now. I have been doing all other stuff, artwork, music, etc. ( I cannot sprite for crap, so character sprites are the only thing not made by me, but oh well, I am not planning on selling it anyway). The story is pretty old so it only needs minor tweaks, everything else is done, cos this is an old idea, that could never come into realization (6 computer crashes, and I never made a back up, lol, yeah I know). Creating resources takes certainly maybe even longer than game engine. I have been tempted to use CC, but I have heard it is no good for big games, so I dunno. Also, one thing I am not sure, is the mapping system. If C2 will offer sometime in the future tile support (I saw it on a poll for wanted features), if it supports alpha channels and what not, it could be amazing, it would also be good if it supported custom single tile sizes.

  • Buy here.

  • Because of this, we don't want to develop an official HTML5/EXE "wrapper". We'd rather develop a real EXE runtime, even if that's a long way off in the future. However, in the mean time, we're happy for third parties to have a go at coming up with something, or you can play around with tools like phpexe if you really want it in an EXE, given the above shortcomings.

    *sad face* I suppose there's also no estimate as to how long "long way off in the future" is? And yeah, an EXE runtime is what is needed and not a wrapper, since it would be the same as playing in a browser, but with limitations.

    So undecided about what to do with my project.

  • Would also be cool to be able to use images for the button too, with the states (normal, highlighted pressed).

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  • pretty big flaw here. It's simply running Internet Explorer. So if the users version of internet explorer doesn't support html 5, then it won't work and they'll have to update. It also doesn't seem to include audio files in the exported program. I tried it with a little soundboard thing I made, and none of the sounds play.

    I'd agree with Newts sentiment.

    Pretty much any workaround found, short of an unofficial exe exporter specifically made for c2, would be inferior to a proper exporter. The whole idea of the exe is to not have the restrictions of a browser, so baking a browser into an exe just to get an exe seems backwards to me.

    Figured as much. I guess I will have to wait for my game then, too bad. -___-

  • Hmm... Didn't seems to lag. O__O

    Was I supposed to be able to move around? It gave two descriptions: The handle and the skull. I couldn't move around though.

  • C2 will have an EXE exporter eventualy anyway.

    Yeah, I know. I was just wondering.

    And someone has posted on the site a way of converting javascript to exe.

    Which is quite buggy [1][2].

  • Not saying I can afford it, will do it or can be done as of right now, but, how much would it be to pay someone to make an exporter? If possible and affordable for me, I would do this just to have an EXE exporter, but I don't know if this is possible wit C2's current stage. Just an idea. I would also want this exporter to be shared with everybody else for free.

    Thanks for info.

  • I have been making RPGs for a long time, I started with RPG Maker '95 all the way to 2k3, then I switched to RPG Toolkit, but was too buggy and lacked support. sO then came MMF2, I have made RPG systems there, not that difficult. But I think I can say this, cos I've been doing it for a long time. Although, I never used arrays, I have mixed feelings about them: I like them, cos of the sorting capabilities and the organization, but I dislike them lots, cos it's a pain in the neck to have to remember the positions of items. MMF2 has this great array, where you can name the cells basically, so you are using an array with named items, which to me, it was much easier to remember and organize. RPGs do not NEED arrays, but can benefit greatly from them, I just do not like them for the reason stated above. Variables are much easier to use for me. RPGs however, like someone else said, need "Families" or "Classes", this is useful for everything in an RPG, from the mapping system, to item management. Yer dev. time will cut down an immeasurable lot with them!

    I am currently working on an RPG as well, a JRPG kind, like Dragon Warrior, but not exactly like that. Side-view battle system, like old school Final Fantasies and quite long. Haven't started it yet, cos I am waiting for C2 to get more stuff in it, specially an EXE export, cos it's a little too big for a web game. But this is my particular case, you can still make an RPG right now, but I would suggest to wait for Families/Classes to join the party. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I see! I've tried the Boolean option before, but it wasn't working. I thought about animations, but I didn't think it would make a difference. The biggest difference I see, is that you used Sub-Events effectively, which I am not used to at all (I was an MMF2 user), I am gonna have to get around that sometime. =

    This solution is great and I do not think it needs anymore "elegance", it was clean and easy to understand. Superbly done, onzephyr. <img src="smileys/smiley16.gif" border="0" align="middle" />

    Now onto figuring out how to do this with 26+ songs. <img src="smileys/smiley29.gif" border="0" align="middle" />

  • Okay, I thought this would be easy enough to figure out, but I am stuck in a silly part. I am trying to make a little player thing, which I want to use to play my games OST. The problem, is that I made it, so that when you click on the play icon, it plays the song and sets a variable called "Playing" to 1, and it also changes the play icon to a stop one. Problem is, things are happening too fast I think, and only one of the blocks happen, whichever is beneath the other one. So if the "play" block is under the the "stop" block, only the play block will happen, and vice-versa. I have tried using, trigger only once, but it is not working... I am clearly missing something.

    Here is the project with capx included.