-Silver-'s Forum Posts

  • Are console makers these days pretty open about having indie games submitted? Last I heard, for example, the XBox Live Arcade were increasing the strictness of the standards required of submitted games. I don't have any consoles so I'm not really up to date on what the latest is though. I'm just worried since console makers don't have a clear path to profit from indie games on their consoles, and they risk the reputation of the platform if there are loads of "junk games", they might not be so keen on having a lot of indie game submissions from a package like Construct.

    The internet is a much more open platform not at the mercy of any particular vendor - that's why I think it might be a better choice.

    Really? One of Microsoft's biggest aims for the 360 was to promote Indie developers. They created the XNA Creator's Club, allow any games to be sold on the Marketplace through the dedicated Indie section (provided they pass peer review to check the game is stable and free of distasteful content), promote the higher reviewed Indie games on the live service, and even offer a $40'000 prize every year for the best Indie game created in their annual Dream.Build.Play contest.

    I'm not up to date on the Sony side of things, but the 360 is the ideal platform for Indie games. heavily encouraged and supported by Microsoft, and with such a high install base... it would be a huge plus for Construct in the eyes of Indie developers. I would happily pay a licence fee for a 360 porting service from Construct too. It's more than worth the money.

  • Trying to see things from an indie game developer's standpoint, would vote on consoles.

    -snip-

    Consoles remain the target, as being popular, specifically gaming platforms.

    That's the logic I'm following. As an Indie game developer I'm most interested in two things:

    1) A clean, powerful, easy to use 2d engine.

    2) As broad a reach as possible into the gaming market.

    Construct already has number 1) well under control, and will no doubt improve on it in future iterations. As far as number 2) goes, the consoles are where the largest gaming market is at, followed by the growing interest in game apps for Iphone and Android smart phones. Mac and Linux users do not invest in their computers and OS primarily to play games.

    The PC market is already covered, with the largest market share residing on the consoles. Allowing Construct to port to the Xbox360 with XNA would drastically multiply the number of people our games can reach. Providing Linux and Mac support instead... we get an extra 5-10% to the market? We're literally talking upwards of an extra 1000% of customers with consoles.

    Those are my thoughts on the matter anyway. What about Linux and Mac voters? Are you guys suggesting those features should be added simply because you personally use a Mac or Linux OS, or for some business reason relevant to commercial Indie developers that I'm missing?

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  • Rather than start a brand new thread for this question, I figure I'd ask it here since it's relevant:

    Does this mean that there is no way, at all, that we can port a game made in the current versions of Construct (including 1.0) to consoles, to go on sale in the Xbox Live Marketplace and the Playstation Store?

    I'm looking for an engine to create a commercial game, with those two consoles and Steam as the primary target markets, possibly with iPhone and Android as further markets.

    If it isn't possible, how long would we be expected to wait for Construct 2 to add these features (assuming, for the moment, that console porting support is added)? I know Torque offers porting options to these other platforms, but it's an expensive engine to licence.

  • Try clicking on "Angle: 0 (Right)" on the animator toolbar. That works for me.

    -cheers

    There we go, the simple fix I was expecting

    Thanks for the help R0J0, and thanks again for the event tip Steven. Much appreciated!

  • Thanks for offering a work-around, it's definitely worth remembering. But if the Animator bar isn't working I'd like to try to figure out why, and how to fix it. I'm sure I'll need it in the future!

    Any ideas why it isn't showing up properly? Anyone?

  • I was really hoping to avoid having to make a help request in my first week of learning this engine, let alone my first day. Apologies in advance for what is probably a stupid problem with a simple solution

    In this video (

    ) at around the 41 second mark an object is selected and at the same time it appears in the Animator bar on the right hand side. From there, he explains how to use that bar to create a collision mask. Looks simple enough.

    The problem I have is that nothing appears in my Animator bar when I select an object (in this case, a tree). Here's a screenie if it helps illustrate the problem. Hopefully it highlights where I'm going wrong too. http://i216.photobucket.com/albums/cc212/darkstorne/AnimatorIssue.jpg

    Apologies for the simple question! I have completed a couple of basic tuts including the recommended Ghost Shooter, but the Animator bar was never used in them. Thanks for reading