RangerJim's Forum Posts

  • Ugh... Now I do feel like a newb.

    I looked and looked and did not find this.

  • Another newbie question...

    What have some of you done when starting your indie game business?

    Have you Incorporated (LLC, etc)?

    Do you need to have a Business License to sell games on Google Play, iTunes Store, Windows 8 Shop?

    If you have not Incorporated, how do you handle income from the games in regards to taxes, etc - if any (I am smart enough to realize there may not be any)?

  • Congratulations!

  • Hey Constructors,

    I am eagerly awaiting the delivery of my 27" Touchscreen Windows 8 box that I just purchased and I was wondering what advice you folks might have for developing games for it.

    I have searched the forums and tutorials (there are a few specific topics that I will be reading) but I was unable to find anything to help me get started - the basics, etc.

    Any advice or resources that you might recommend would be greatly appreciated?

  • The Memory Match Tutorial is very well done - I wish all the tutorials were as comprehensive.

    I plan on using it to make my kids a personalized game in the very near future - waiting for my 27" Touchscreen Windows 8 machine to arrive WHOOOP!.

  • Very good to know...

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  • OK, Any more clues???

  • Can't wait...

  • This has been on our todo list a while but is pretty tricky. Currently the editor is designed to only load plugins on startup and never change them, so some rearchitecting would be necessary. On top of that it could become difficult to manage plugins - if you bundle a plugin with a project, then a new version comes out with a bug fix, you need to have a way to update the bundled plugin. I'm not sure we can do this in the short term, but it's still on our todo list.

    Maybe move the plugin loader code to the Project Load events...?

    Just a suggestion.

  • Though I have not been in the game industry for long at all I am a 25 year veteran of the software development industry (Starting with Borland Delphi R&D - see how dated I am? LOL) and I too have been blown away with what Construct 2 has to offer.

    I did some real homework as well - Doing ease of use and performance testing on several other game engines and having Construct 2 come out on top of all of them. Then, with the price point being so affordable for almost all and being so extensible with JS...

    Very impressed.

  • Using the Audio Object you can Set Silent Mode to Silent | Not Silent | or Toggle Silent

    So if you just Toggle Silent on a Key Press of S it will alternately go silent and not silent

  • Maybe a PlugIn-Extension folder in under the project folder would be nice...

  • I'd suggest that you create a very small, invisible block that is stuck to each image point on each pipe object. Testing to see if they're facing each other then just becomes a matter of testing whether a block is overlapping another block.

    https://dl.dropbox.com/u/14522925/PipeConnections.capx, without the grid system implemented.

    Nicely done... I like this solution as well.

  • bitbucket.org is free for teams of 5 or less...

    You can mark your repositories as private and you can have a wiki and issue tracking for each repository.

  • Hello,

    My name is Jim and though I am not new to the the Software Industry (software developer for 25 years) I am new to the game making part of it.

    Since the beginning of November I have been comparing most the game development engines that are available: Game Maker, Stencyl, Game Salad, Unity 3D, Construct 2 and a few others. What I decided on was Construct 2. This choice was made by trying to implement a couple of interesting concepts (Physics Based) that I want to incorporate in a game or two in ALL of the engines that I tried. In some engines it was not possible, in others it was possible but only with coding - not that I am afraid of coding, but these were pretty simple ideas. I was not only easily able to accomplish all of my tests in Construct 2, but the performance was far better than the other engines as well.

    The balance of ease of use and performance and future development path is by far the best. I even asked a couple of my friends who have been in the game industry for years and they agree with the development path that Construct 2 has decided upon.

    Between a buddy of mine that is the Graphic Artist/Genius and myself we have a lot of interesting ideas that we are planning on implementing in Construct 2 games. Most of which will have a very different look and feel from the games that you see now and some that will look familiar.

    I hope to learn from all of you the tricks of the trade and maybe contribute a few of my own.