Prominent's Forum Posts

  • I'm wondering if the stricter limit will actually encourage more conversions. If someone is okay with 100 events, seems like they'd be okay with 50 as well. I mean, how complicated are the games they're making? They probably design their games to whatever the limit is. In which case, I guess it doesn't matter what the limit is.

  • They said they chose to make it more limited so that it would force users to pay for the full version, because they had seen that there were a lot of users of c2 that weren't using the full version and were just fine using 100 events to make games. So yea, they want them to pay for the more events.

    I don't know if that is the only reason, but it sounds like the main reason.

  • This is awesome! Will you be sharing with us how to do this in the future?

    Thanks! I guess that would depend on how much interest there is for it.

    I thought about maybe putting it on the scirra store for a few dollars, that way my help could be reciprocated via some funding for my own projects.

    I'm open to suggestions though, since I'm not sure who needs it, if it is useful to anyone, etc.

    I'll be using this for my own game, and I will be designing it so that it is easy to repackage into other games.

  • Why can't layers be controlled more precisely? Such as offsetting their position in x,y via a pixel value.

    Why can't they be reordered?

    Why can't their x,y scales be controlled separately?

    Why is scaling/rotating relative to the center of screen?

  • Store a keycode in a variable, and pass that into the keyboard events to check whether that key is pressed, etc. Then you can change that variable to whatever new keycode you need it to be via some menu. You'll have to set up the menu system yourself though, which will be a pain, since there aren't any simple ways to handle menus, and that sort of thing.

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  • this sort of feature is sorely needed by default.

  • [quote:1pm68hqp]Unlike Construct 2, we now have the option and ability to experiment with unlocking all features when and where we want (think free weekends for Construct 3...).

    Does this mean you can also lock/unlock specific features?

    And if that is the case, extra costs for users to unlock them?

    [quote:1pm68hqp]Personal License Subscription

    $99* USD per annum.

    This license is for personal use only and is not permitted for use by any businesses (including but not limited to LLCs, sole traders, corporations, non profits etc). Permitted users of this license are allowed of course to sell their games and make money, unlike Construct 2 there are no revenue limits.

    The license has no mention of what features a user gets, so I'm assuming there will be extra features that would need to be unlocked to use?

  • Added the PC item storage- withdraw,deposit,toss.

    Also added ability to sell to stores.

    I know it doesn't look like much, but I've made it so you can have any number of stores. Also the npc dialog will be really flexible, so you can have different dialog trees depending on what has happened in the game.

  • I'm working on creating a reusable template that covers dialog/menus/npc interactions/inventory/etc.. My main inspiration or point of reference will be the classic Pokemon games.

    I already have dialog and menus working- this gif shows some dialog and also a store where you can buy items. It works pretty much exactly how the pokemon games handle it!

    I'll try to keep this thread updated- if anyone has any suggestions or requests for things to implement, let me know. I don't know whether I want to clone every pokemon feature, since that might make the template too specialized- but I'm open to your thoughts on this!

  • ehh.. style might determine what kind of people are attracted to the game, but if it is drawn terribly it might not attract anyone.

    So I would do whichever style I have confidence in creating- whichever is better for development, etc, if it doesn't matter who your audience is.

  • Makes me wonder how things will work if you have a bunch of small sprites closely packed together and want to move them around.

  • here's some more:

    ability to reference instance variable via a string; example: Sprite["variable"]

    When undoing/redoing, a way to find what has been undone/redone.

    contiguous option for floodfill tool.

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  • Looks like it does all 3 of those events because the condition is met for all 3 to be run.

    maybe try:

    Game pad a is pressed,

    if text a

    -destroy text a, set text b visible

    else if text b

    -destroy text b, set text c visible

    else if text c

    -destroy text c, go to level 1

    You would put the if and elses into subevents inside the gamepad event.