QuaziGNRLnose's Forum Posts

  • CC is far from a sinking ship, you CAN still develop your own plugins/modify the source, so it works out that its a modular engine that does 99% of the things you want it to do much faster than you could yourself. I've never ran into the instabilities everyone seems to face, i really don't know how you guys are designing things. you should learn coding through plugin development if anything. you can offload everything that causes you lots of trouble into the plugins themselves, while retaining the ease of use of construct.

  • Its awesome to hear GOOD audio support is on the way. once again, per pixel collision ISN'T needed for most things almost everyone would make, but I do use it, gamejolt.com/games/adventure/spectrum-wing/1058 wouldn't be possible without it. That canvas plugin is very nice, i hadn't seen it, but without per pixel collision you simply can't do some of the really impressive things using canvases that you can in CC.

    I use CC and I want to use C2 more, I really am not saying C2 is worse than CC in anyway. CC can do a few little things C2 can't very well and very easily, and that's why we keep using it for the moment, even with all its glaring flaws.

    C2 is in general the better program for most coming to these forums, but in the process i think a few of us from the past era feel a bit alienated by the more mobile-web-dev related tangent its moving along, and the fact that's the target audience, rather than the "hey wouldn't it be great if there were a way better gamemaker/clickteam tool" audience of CC.

  • I miss the good 'ol phBB3 days...

    With regards to C2, as an editor it is overall ending up better than CC, although i haven't used it much yet. There were little quirks working with animations and the like that i haven't gotten entirely used to yet. The audio implementation is also feeling far inferior as it is now, which is some html5 limitation at the moment i think. Then theres the problems with some features being missing, per pixel collision being a big one. last time i checked there's no alternative similar to the canvas object in CC either (to do texture modifications during runtime). distortion is completely feasible in html5 so im sure that will come soon enough. The editor is truly leaps and bounds ahead of CC and the program is way more polished.

    With that said.

    CC is definitely executing lots of math faster than C2 can. Displaying sprites might be more effecient, but doing anything useful with them isn't, at least from my small experience with C2. CC just feels tighter executing something with a lot going on, and i'm not sure why, but i do admit i need to play with C2 more. My problem is, i really like using per-pixel collision and distortion and lots of big expressions running everywhere, and C2 isn't handling that like CC at this point. I hate that CC games are hard to get running on some machines and i hate that CC runs on windows only etc. There are little bugs i encounter when messing with some plugins or family stuff in weird ways but they've NEVER been something that got in the way of my development of anything at all. I just wish C2 could get some OpenGL windows/mac application exporting capability so per-pixel collision and canvases and lots of expressions were as feasible as they were in CC (Likely they would be much more so since C2 is so much more efficiently written).

    As things stand, i really like to use CC because i can make some really cool stuff with canvases, per-pixel collision, xaudio2 and distortion. I've even written some pixel shaders that can use the canvas in a feedback loop to simulate mass particles on the gpu through a texture/effect that you paint into. dunno if i could do something similar in C2 yet but i'll try soon. I have no qualms with C2 aside from those things. Its really an amazing piece of software and for 95% of the people who did use CC, its entirely better. theres still a few of us around however who like pushing lots of limits and have hit barriers with C2 that aren't so easily reached in CC at this point in time.

    Spectrum Wing by my brother is another "simple" game that would be impossible to make in C2 because of the dependency on canvas and per pixel collisions. If you were to say you could make everything in c2 that you could in CC you would really be mostly right. you can make pretty much any SNES game, and any game in that vein, it's just as you move into more fringe requirements that it falls off, and that's why i recommend everyone to C2 if i do bring up Construct somehow.

  • Long time user of Clickteam products, heard about some 'upstarts' ripping off MMF2 on "The Daily Click" if i remember. Obviously i knew the community there was full of it so i came here to test it out, and almost walked away before downloading. I was passing it off as a "too good to be true" type of scheme. When i actually did try it though, it was miles ahead of MMF2 even in it's (then) buggy as hell version.

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  • does it replace the first line with transparency or does the 1px palette instruction line remain?

  • You've really overhauled the whole program, new UI looks much cleaner! awesome work man!

  • sixe

    love it!

  • Cyberbots ftw

  • Cool, i see your using construct again :)

  • it automatically AA's the graphic to look like its making sub pixel movement if you have linear filtering (the default sampling mode) set. this can look ugly sometimes though. you can change the sampling mode (which causes tearing instead of subpixel blurring).

    rounding the position when you want it to be non blurry (example when your character isnt moving) will fix the blurred look.

  • It's not being worked on like it used to be, little changes are added here and there, fixes etc.

    2) I even created a new blank game just to check this. Whenever you add items to an inserted combobox, when it comes to the user clicking on the box wanting to select an item, It just closes as soon as you click it. It's got in the way of my game and wasted 5-8 hours of my time figuring this out.

    Windows controls are glitchy, considering windows can have a bunch of different versions, service packs etc, your fault for wasting 5-8 hours figuring that out. to use construct classic you need to learn its quirks, what you can and can't do, etc. like any other piece of software.

    Programming, even though its with events, will mean you'll run into problems and things that you'll need to deal with and learn about on your own. Guaranteed not every feature a real language claims to offer will work as you please, the same goes with CC. be glad its free and as fully featured as it is. A ton of people go on using it just fine even though it has a few odd bugs with some of the less useful features.

  • your forgetting about Smart Phones though Tulmanide.

  • i did this a while ago by essentially spawning a circle of rigid bodies, hinging them together end to end, and applying an outward force of some constant at the angle of the individual bodies from the average of all the rigid bodies' positions (approximating a center). if you push hard enough it can invert but it works quite well.

    youtube.com/watch

    some guy uploaded videos of the example cap i posted a long time ago.

    (he did this with two of my examples without asking/giving credit but whatever!)

  • It looks like a terribly simple game running on iOS, i don't see why your all up in a fuss

  • Read Ashley's post, its outlining the reason its not working perfectly.