RayKst's Forum Posts

  • I couldn't understand it all but 60, 0 means it will move at 60% speed horizontally and won't move at all vertically. Maybe you want to set it 60,60 ? That would be the natural behavior. About the 60,20 i can only understand it if you showed the capx

  • Chrome all the way. Firefox performs worse than Chrome pretty much always. In some cases Chrome is twice as fast. If i were a troll i'd start a flame war about Chrome x Firefox here but it's pointless of course :)

  • Seconded. Should be very easy to add. And would be of great help. Just background color and loading image and loading bar if possible. And instead of the kinda ugly text "Made with Construct" a simple made with construct logo or something. Yes we could do this all by hand but if it's easy to add (it is ?) and well requested why not.

  • Just edit the generated html file when you export the game. Search for line with this comment and delete it: <!-- Link is optional of course but it'd be nice if you kept a link to help support Scirra! -->

  • kiyoshi: I don't quite understand what you mean by "the loading method". What is your problem exactly ? If I understand it well, I can try to change that to make it work for you.

    Well i expressed myself badly. There's nothing wrong with it what i intended to say is that 1: I can only see how fonts looks ingame when exporting and uploading to a server. Ok, i know there's no way right now to make it appear on edittime and preview. And 2: In your example , the text takes too long to appear. The loading time appears to be high. And Text quality is too low, but that's a problem with canvas i know.

    Would it be possible to after loading the font ttf, render it to canvas with all the effects like shadow etc then generate an image of the canvas, and with this image render the text as in bitmap text ? All in edittime or before loading game. Appears to be impossible right now. Anyway, one thing that i found the be successful in increasing font quality is rendering a blurred shadow with size 1 behind it. But it would only serve for text with solid color fill, not gradients.

  • kiyoshi: for fonts, you can use the webfont plugin.

    Your plugin is promising , but it's unusable for me right now :|. Not a problem on your side of course, but the loading method. I've been trying to find a solution for fonts for C2 and failing till now. The best way seems to be bitmap fonts, since they would work in canvas and webgl, at least in theory. But i couldn't find a way to auto generate them instead of needing to make them in a paint program :(

  • Yeah Fade needs more control, particularly a Start Fade, Stop Fade.

  • Wow addicting game ! Liked it very much. But there's a irritating problem that i believe is on Construct side : The mouse is not locked to game area so you keep clicking and selecting outside elements on page and loosing focus on game. This problem becomes very apparent in "clickclick" game like this. But anyway great game congrats :D

  • Yeah :) You guys are doing a great work !

    About the plugins yeah i know there's Mipey's plugin very nice by the way but unfortunatelly it is not enough for me. Of course it may be more than enough for others. So i've been researching for a better way. I hope to come up with something soon. I've been busy with my game though so it could take some time.

  • Just downloaded demo of GM to better see how things are. And i must say : GM's image editor/animation editor is very very good. Path to success : just base C2 editor on it. Some things can be taken out for now such as effects and transformations.

  • Yeah i'm not sure about importing JS...

    About the loading screen, yeah you can customize it externally, but GM has it built-in so i put it on list. Customizing load screen would be two things: Image and Loading Bar basically.

  • Well having used (and now using only C2 :) ) both i can tell some pros and cons:

    (Comparing with HTML5 version of GM when pertinent)

    Construct wins on:

    Much better drag and drop event system

    Much better looking and well organized interface , more usability, less clicks etc.

    Plugins system is imo more powerfull with plugins and behaviors

    Cheaper

    Better community

    Better game performance

    Less time between releases

    Layout editor is more flexible and easier to use, even if it not support tile maps yet.

    Better out-of-the box experience with super useful and more powerfull plugins and behaviors like platform , physics etc.

    Overall: Much more productivity

    (Obs some of these are personal opinion other are from sources like blog posts)

    Construct "fails": (compared to GM 8.1 based on feature list on site)

    No internal image editor (hopefully to come soon)

    No tile map support on scene editor

    No built-in particle effect and editor

    No support for 3D (yet to come on HTML5 version of GM)

    No support for customizing load screen

    Bad font and text capabilities (Hopefully to change soon)

    Less/no support for data structures like lists, queues, dictionaries, stacks etc

    No built-in path movement and timelines

    No built-in AI-Pathfinding

    No support for external import of JS code (Uncertain of this one, please correct me if it does)

    No support for scripting. (Would be awesome but the event system served me more than well till now).

    No built-in support for version control, team work.

    Only exports to HTML5 currently

    That's it. There're pretty nice features missing but it's not fair since Game Maker has been around for ages past Construct2. But i'm sure C2 will catch up with most of these features eventually.

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  • Yes yes. Now that you mentioned it : Two buttons: 'export animations in separate images', with each animation in its folder and another button 'export animations as spritesheet' , either with one sprite sheet for each animation or everything into one big sprite sheet. Then when working on another project or even another engine just import the sheet.

    About the windows, yes, auto-focusing is a solution, but imo integrating everything, if possible, would be better.

  • Well i'm finally working at something concrete since i arrived here almost 3 years ago ! Shame on me :) Nothing fancy just the initial version of main character with sword and bow and arrow weapons. I have yet to make first level and decide on gameplay. Well only with this i have almost 100 events. Must buy C2 soon :)

    Controls are: A, D to move, F to Jump (tried right mouse but it triggers context menu :( ), 1, 2 to change weapons, mouse left to attack. I intented to use mouse wheel to change weapons but there's no mouse wheel :( .

    Here

  • A point about the too many clicks : That's because the image editor uses separate windows so every time you have to click on them two times to regain focus. Imo it should all be put in a single window. Like it was in Classic. In fact the way it was in Classic was almost perfect. Another thing i'm missing is the ability to copy frames between animations.