TheBen's Forum Posts

  • : Ah. That makes at least two of us, amigo.

    And it is pretty exciting to be able to work with stuff like this. I mean, when I was using Game Maker, I was having trouble with stuff as simple as collisions, but now I can work with advanced physics and bone animations to make a ragdoll-based action game. I do miss a few things from GM and the other guys, but I think Construct is here to stay in my book.

  • Okay, okay - I'll shell out 25 bucks or so for the thing; probably best for me in the long run. Until then, I'm sticking with CClassic and hitting the forums here once and a while to throw in my two cents.

    Good luck with C2, alright?

  • I don't think there's a good reason to get the free edition when Construct Classic has none of its limitations. At this point, I don't see anything that C2's done differently from CC, aside from an extremely shiny new interface and a plethora of not-yet-included features - in other words, why will the consumer want to buy this over Construct Classic?

  • Hablo Espa�ol... pero hagolo mal.

    Mis t�os Espa�oles est�n vienendo (?) por la semana, y no estoy seguridad si voy a sobrevivir la noche...

    �Dicen tan rapido!

    I speak Spanish... but I ain't too good at it.

    My Spanish uncle/aunt are coming for the weekend, and I'm not sure if

    I'll survive the night...

    They talk so fast!

  • I have to agree with his main point - it's significantly harder to make a game with a significantly more complex genre than the other games (RPGs are going to be much more complicated than a shooter). Of course, the lack of a developed scripting system (and don't get me started on integrating events and Python) and not-so-great support with data structures (whaddaya mean, you have to set array elements in the Event Sheet!?) make technical stuff a lot more interesting.

    Still, the only real limitations to making more complex games in Construct are time and effort. Making an RTS or an RPG would be harder than making a shooter or platformer in any engine - Game Maker, Unity, the Unreal Development Kit. You gotta work hard, and you gotta work hard for a while, but it's possible.

  • YES! YES! YE--

    Um... I mean... this is great! I can finally use music in my Construct games without having to bang my head against the computer!

  • I dunno, aspal. I just tried a simple game (you move a simple snake sprite around using the 8dir plugin) with fixed framerate... I think it tore/lagged slightly if I did so much as turn the thing too quickly. I can understand your reasoning there, but I'd prefer using V-synced for my own games.

    Professionally speaking (and let it be known that I'm no professional!), you want to keep the input delay at less than half a second (called the "half-second rule" for obvious reasons). This might not apply to, say, music sequencers (in which case the latency should be about 4 times lower than in a regular game), but if one framerate mode violates this rule, you should try switching it to the other.

  • I think it saves the settings of the Construct editor from when you last closed the .cap file. It's sort of like a bookmark, letting you pick up where you last left your game.

    You don't need a .persist file to use the accompanying .cap, but it helps.

    Oh, and welcome to the forums, dude.<img src="smileys/smiley16.gif" border="0" align="middle" />

  • If it was up to me, I'd +50 you guys. Great work out there. <img src="smileys/smiley42.gif" border="0" align="middle" />

  • ...Wierd. It doesn't happen on my computer. The player does... um... jitter a bit when turning around, for lack of a better word - ah, there it goes. I just had to tweak the animation frame size...

    Do the player's animation frames have different dimensions (one's wider or shorter than the other, for example)?

    PS Don't worry. This forum's pretty polite. No one's going to throw stones at you for asking a question.

  • Hm... seems interesting, but my computer gets massive slowdown when playing it. I'd like it if you could add the option to turn off some of the effects...

    That said, it looks pretty cool.

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  • If it hasn't been said beforehand, I'd love better folder management. In C0.x... er, Construct Classic, if you want to put an item in a folder, then you have to do it from the folders tab instead of simply moving it in the objects tab.

    The second thing is probably a plugin that would only draw a portion of an image in a similar manner to Game Maker's draw_sprite_part() function (left, top, right, bottom). It'd be useful for tilesets, textures, etc.

    The third one, of course, is to see to it that animation works for other plugins than just Sprite. An animated tiled background or dropshadow would, I think, be pretty cool.

    ...Oh. And primitive shape drawing. That would help too.

  • To get the boss to float behind the player in a regular, smooth motion, you'll need to use the Sine behavior, which more or less does precisely that by default. You can play around with the parameters to get exactly the right kind of movement, but it might just work right out of the box.

    This is only the vertical movement, though; for horizontal motion, I think you can give the boss a CustomMovement behavior and then set the boss' horizontal speed to

    max(Lancer[8Direction].VectorX, 0).

    I hope this helps.

  • I think a comparison shot between minimap and no minimap would be nice; the .cap file is useless to most people thanks to the plugin(s) required, and even then...

  • That was some pretty bleeping crazy bleep out there. Sure, the smoothed-out smoke/whatever was pretty CPU-intensive on my rig, but it did look awesome.