NobleValerian's Forum Posts

  • My project settings have a viewport size of 1920 x 1080, and the project maintains that aspect ratio with black borders.

    I can start the game in windowed mode and set it to fullscreen with a key press.

    What I would like is to start it in a 1280x720 window. And when I leave fullscreen, go back to a 1280x720 window, while maintaining the aspect ratio. But I can't find a way to do this. I feel like this should be as simple as:

    Condition: On Start of Layout > Action: Set Window Size to 1280x720

    Condition: On F Pressed

    > Condition: Browser Not Fullscreen :: Action: Request Fullscreen

    > Condition: Browser Fullscreen :: Action: Cancel Fullscreen :: Action: Set Window Size to 1280x720

    Set Canvas Size claims to alter the Window Size project property. In addition to the fact no such property exists, it does not provide the desired result.

    It boggles my mind that a game engine lets me make an imaginary character navigate a non-existent world, and explode on contact with a magical, floating, lightning-charged box... but setting the size of my game window feels like an impossible task.

    If there is an action to set this properly, please share.

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  • I just released my first game for sale, a retro inspired 2D platformer built with Construct2.

    noblevalerian.com/legacyquest

    I've also put together a free demo, with 4 SMB inspired levels. It's short, but gives you a good idea of how the full game plays. The game and demo are available on both itch.io and Game Jolt, and can both be downloaded directly from my website. Thanks for viewing!

  • Oh good, there's already a thread. Since there will never be feature updates for everyone who paid for Construct 2 (and all it's free updates >.>), is there any reason the offline manual can't be updated to it's most final and accurate form? Not 4.5+ years old?

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    My stance on native engines is detailed here: https://www.scirra.com/blog/ashley/28/the-case-against-native-engines

    I think "make native engines" is everyone's knee-jerk reaction when something doesn't work. For example, sure, we could make changes to make publishing easier. But that can be done anyway. You don't need native code to solve that. I also have direct experience of working with a native engine for Construct Classic. That had enough problems to make me move away from it. It is certainly not perfect. Do not imagine it will magically fix everything!

    That article was a strong influence on deciding on Construct as my preferred tool over other software.

    Have you ever tried the Editor? It's far from as easy to use as Construct's in my opinion...

    I think there's always a tendency to look for the "perfect engine". It happens on every user forum of all the mentioned software packages that i've ever been to. There are always things that could be better or optimized etc. I think there are a lot of people who never start actually making a game, because they keep looking at different game engines every other week. I know i had that problem for much too long. In the end what counts is, which tool makes you actually realize your project the quickest and most convenient to you, which is very subjective. For me PERSONALLY i really always came back to C2 because i didn't see any other program, where i could get something done so easily and still remain a great deal of flexibility. So i'll stick around for sure and i'm looking forward to see what C3 will offer

    I agree. I explored a lot of 2D engines, nearly a dozen, and Construct 2 became my preferred engine. They all had pro's and con's, but Construct 2 was the most appealing to how I think about problems, design, and allowed to me to see all the info I want in a user friendly way, the relationships between conditions and actions, level and asset organization, etc, it was just the best fit for me. I hadn't been terribly concerned with "native code" to begin with, but wherever performance *might* suffer, it seems to also be far more consistent and reliable than other software.

    GM:S gave me a game that worked moderately well on PC (minor collision issues not dissimilar to ones I've had in Construct 2), but was completely broken when the same project went to HTML5. I don't even know how to identify the cause or come up with a solution for a problem like that. And at the end of the day, every minute of time spent exploring how to get around those problem in one engine, is the same amount of time I could spend resolving issues in my preferred engine. At some point, you need to move from a Jack of All Engines, pick a lane, and commit to development. It was a hard lesson to learn. And sadly, one I still can't take full advantage of, since I have to teach in one program but prefer to create in another.

    Clickteam and YoYo Games are showing images of Fusion 3 and Gamemaker Studio 2

    When images of Construct 3?

    And they are finally *starting* to look as appealing as Construct 2. Personally, I'm comfortable being patient. Although, I'd be disappointed if Construct 3 wasn't again an "easy" choice to make as my preferred tool, as Construct 2 was over the nearly dozen direct competitors I'm familiar with.

    It seems like GameMaker is coming with a node -based system. I personally prefer Constructs eventing system.

    I quite like the simplicity and readability of the event sheets. The nodes look cool, and might be fun to drag around, but as a very visual person, what makes me effective is that the information I want to see is easy to find. Along with the relationships between conditions and actions, which I think is very apparent in the event sheets.

    C2 was launched over 5½ years ago, and competitors are just now (maybe) approaching the usability/ease of the editor? I'm not sure Scirra should be too scared just yet, although it's always a good idea to stay up to date on what competitors are doing. We don't really know much about C3 right now, but it's been in development for around two years if not more, assuming development started around the time Ashley made the blog post about the future of Construct (which was January 2015). Scirra has a good basis in C2 to build on and I expect Construct 3 to improve in numerous areas. No need to assume competitors are the only ones that evolve even though Scirra hasn't shown their cards yet.

    I've recently share a similar opinion. The most popular competitor has finally made their interface more attractive and user friendly, and finally added features that Construct 2 has had for some time, but now we're looking at Construct making another push forward in 3. I feel like the timing of their release just helps add clarity to the bar Construct 3 will need to surpass, and I'm really looking forward to that.