roberto's Forum Posts

  • Hello guys!

    After a somewhat long hiatus (I used Construct a couple of years ago for some personal projects and teaching purposes), I'm happy to be back and just got my C2 license. I'm very excited to see the progress done in these two years and I look forward to learning from you all and sharing my experiences!

    Cheers!

    Roberto

  • Don't forget:

    - Construct 1 is still being actively developed, the community has taken it under it's wings and theres a lot of work going on behind the scenes. The new website will fully support it

    - Construct 2 will have a free edition, for non commercial use

    This is great to hear, thanks

    PS. just saw the new community driven release of Construct Classic, great stuff!

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  • For what is worth, it would like to offer my $.01.

    What made Construct an appealing choice was not only that it was good but also that it was free. This was also the main reason why I succeeded in adopting it for the class I was teaching. If it adopts a license scheme $$/seat (even if just $25 like Game maker), I'm pretty sure I'll have to switch to something else for my course (most likely GM Lite).

    In a world where people can now use engines like Unity and Unreal basically for free also for small commercial projects, I'm really afraid an old fashioned license model will be unsuccessful.

    My suggestion for the Construct developers (who obviously need to get some money out of their huge commitment) is to try get development funds (Kickstarter, IndieFund?) first. I guess $10-15k should be a relatively easy target to achieve (recently the people behind a new game history museum in San Francisco, the MADE, made more than $20k through kickstarter) and then make money by giving online classes, writing books, offering paid support as consultants etc. while maintaining Construct free.

    In this way I believe the community will still grow and Construct will become more and more relevant which I'm afraid it won't happen if a license fee is applied.

    In any case, to all the guys working on Construct: take care, you rock!

  • Well, I casted my vote for the iPhone which seems to have become the platform of choice for many indie developers and, actually, I think developing successful iPhone 2D games like NinJump, Hoggy or even Angry Birds, should be pretty straightforward in Construct!

    Interestingly, GameMaker is also moving to the iPhone too...

  • Hello all,

    just a quick message about "Orfeo", my first, small (and very experimental) game made with Construct: I am very excited to say it has been selected for presentation at the "Sense of Wonder Night" within the upcoming Tokyo Game Show http://expo.nikkeibp.co.jp/tgs/2010/en/sown/!

    The game can be downloaded here: http://www.programandplay.com/games.html

    While it doesn't really show Construct's power and capabilities, as the game is very simple on its surface with no special effects whatsoever, I am really happy I chose Construct as it made very easy for me to implement my (wacky) ideas for prototyping what I had in mind.

    In Orfeo we take the role of the semigod to save our beloved Eurydice. What makes the game "experimental" is that all the action is played by improvising simple melodies and rhythms by plucking Orfeo's own lyre with the mouse pointer. The game analyzes tempo, dynamics and articulation of the music and classifies it in four different basic emotions: Happiness, Sadness, Anger and Fear which have to be performed to pass through the different challenges that we will face in our quest.

    There's a tutorial that explains what is meant by "sad, happy" etc. in this context and how to obtain them (of course things are extremely simplified from a musical perspective...), anyway just remember that plucking the lyre higher will make a louder note (useful if you are angry) while moving over a string with the left mouse button pressed will stop it, which will be useful for making very "staccato" phrases to simulate fear.

    If you play the game let me know your impressions: any feedback is always welcome.

    Thanks!

    Roberto

  • Very nice tutorial, thanks!

  • A quick game for the Experimental Gameplay Project rapid prototyping contest for May 2010.

    ...

    Game: Type quickly, because the only way Pawk is getting to the safe zone is with your text underfoot. Obstacles will be in your way and some levels will have Buzzwords that must be in your text for it to count.

    I've got seven days, started today (May 4th.) ...and I'm a little obsessed with text controls lately.

    This looks like an interesting mechanic: I like it! Did u submit it?

  • I am actually working on some (very) experimental small music game project and I have the feeling Construct should be able to handle a game like Bit.Trip.Beat without big troubles.

    From the video, it seems to me the game simply has at least two independent main audio tracks: one (or more) is the base which is played independently from the user actions which, in turn, play the other notes when a collision paddle/ball event is triggered. Of course we have to fine tune the balls speed and movement properly and precisely so that the triggered events are always in sync with the bass track which is providing the song's beat.

    Writing a python add-on to read/modify a MIDI file shouldn't be needed here but it'd be the best way to go if we want to make a game where the player can actually influence and change the music being played regarding tempo, pitch and articulation of the notes being played in real time.

  • Hi,

    I updated the tutorial with a new set of graphics. The above link now refers to the new file.

    Now I'll look at improving the collision detection...

    Anyway, the sprite hanging at the side of the platform wasn't a bug but a... feature (as programmers love to say

    Cheers!

  • Hello Deadeye,

    sure, I'll look for other sprites as soon as I can. Since this was not meant to be a "game" but just a free tutorial, I took the freedom of re-using them to speed up the development (I can't draw!), sorry.

    Thanks also for the other comments.

    Cheers,

    Roberto

  • Hello all,

    while waiting for the new version of the Platform School, I just ended writing a very simple tutorial for a basic platformer.

    I uploaded a zip file containing step-by-step instructions in pdf, a cap file of the final game and some graphics for sprites (borrowed from the Platform School tutorials) here:

    http://programandplay.com/tutorials/Cra ... torial.zip

    The game was developed in version 0.99.62 and seems to run as expected but I actually noticed some problems in the collision detection between sprites which doesn't seem to register every time it happens, anyway I read in other posts that there are known issues there that are currently being fixed, so that may be the reason?

    In any case, I'd be happy to get some feedback: do you think it is clear enough? can it be useful? are there any mistakes? how can it be improved? In one word, anything!

    Cheers!

    Roberto

  • never "finnish"?? Maybe you should start "swedish-ing" it then! )

    PS. it really looks great, hope you'll end it someday!

  • Hey,

    I tried to experiment with the Ball behavior and got the same problem as Mary Jane... then I tried downloading Mort's example but it makes Construct crash at startup (abnormal program termination, runtime error). I'm using 0.99.62....

    cheers!