thomasmahler's Forum Posts

  • Unity is geared towards 3d development not 2d. It is a quite powerfull engine and with great tutorials although it's a bit pricey! The indie licence costs $200.

    Yeah, but a lot of 2d games have already been created using Unity. Here's one people might know:

    http://www.thecareergamer.com/?p=513

    200 bucks for the indie license is dirt cheap IMO - if you think about what you can actually do inside of it. I'd also not have a problem paying 200 bucks for Construct once all the 'basic' stuff is in there that'd allow you to ship competitive games, like controller support, networking, vram controls, etc.

  • http://unity3d.com/#whatsnew

    I just gave it a try today and whilst I don't think it's in the same market as Construct (which is just a lot quicker for fast prototyping and the turnaround of 2d games in general), it could be one of the engines where you could build up a prototype to deploy it on different platforms, like the PC, the Mac, Wii, iPhone, etc.

    Could be interesting. Lots of iPhone games have already been created using Unity.

  • I could just upload it on my webspace, did that here:

    http://thomasmahler.com/files/construct ... %20school/

  • That'd be pretty awesome to have indeed!

  • <img src="http://failblog.files.wordpress.com/2009/02/fail-owned-impression-fail.jpg">

  • I suddenly get connection errors in the chat - weird.

  • Dude, I love your games. You should promote them a bit more, they're really interesting!

  • If you can't, don't want to afford a commercial 3d app, I'm pretty sure Blender is your best bet. It's grown immensly in the last couple of years and is freaking powerful in a lot of regards already.

    Its interface sucks though.

  • braid can easily be build using construct, even world of goo could be made using it.

    How would you do the time scaling thing in Construct? Like, rewinding time? Or creating a shadowed copy of yourself? Is that stuff possible with TimeDelta / TimeScale, etc.?

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  • In order to make the thread a bit more useful, let's change the rules a bit:

    You can post:

    1) Requests

    2) Examples

    Using these templates:

    For Requests:

    Objective: What are you trying to achieve? Explain in simple steps that are easy to understand.

    Info: You could give examples like 'Look at this Youtube video, it should work like this!' - Just so people know exactly what you want to achieve.

    Resource: Post the .cap files of what you've already tried that didn't work.

    ///

    For Examples:

    Objective: What were you trying to achieve? What does the shown setup do?

    Info: "I used Containers in this case, because..." , "I thought there'd be a simpler way to do this, but I had to..." , "My idea was that I could just reuse...", etc. - Tell us how you got to your solution and what the whole deal is all about.

    Resource: Post a .cap file or a screenshot of your setup.

    -------------------------

    Okay, my turn:

    I'll start with a Request:

    Objective: I'm trying to set-up a smart dialogue system that'd work like in most other adventures or RPGs. If you overlap a sprite that you can talk to and you hit the action key, a dialogue box will be made visible and the platformer behavior will be frozen temporarily.

    The dialogueBox is just a textobject that's linked to a timeline object, just so I can create multi-page dialogues. Then, I hit the action key again to advance through the dialogue. Once I'm through the whole timeline period, the dialogueBox will be hidden, the platformer behavior will be set to active again and I can keep going.

    Info: Pretty standard dialogue behavior, should be understandable without extra info.

    Resource: I cobbled together a .cap file before and sent it to David. David corrected it, but we're still not quite there:

    http://www.thomasmahler.com/files/const ... _david.cap

  • ummmm feature request:

    mantain aspect ratio when stretching options: touch from inside, touch from outside (as seen in Media Player Classic). I shall make a thread for it in feature requests

    That and different filters like what they use in emulators all the time - scale2x, hq2x, 2x sai, super eagle and stuff - that'd help making lowRes games a little nicer when they're being set to fullscreen.

  • But I'm pretty sure they'd only be interested if that stuff grabs their readers attention. Right now, we have the tool and the tool still has a few kinks (that's why controller support is important, btw) and there aren't really ambitious projects out there yet.

    If the next 'Braid' is being built with Construct, you can bet your nuts they're gonna do a lot on press on that - but right now, it's more of a 'wow, lots of potential there' thing, which is cool for creators but boring for gamers.

  • Okay, I was all set to swap my placeholder sprites, but if I now double click the sprites, the picture editor won't come up at all anymore. Bug?

  • Thanks buddy! Overall, these tutorials are very professional and helpful for new Constructers.

    (And you used the method I would've used for killing the enemies)

    I'd even say the should be included into the final version of Construct - and with every update, you'd get the updated lessons. This is one of the best ways to learn the tool, anyway.

  • I didn't want to be an ass or something, I just think it'd be an interesting study. I'm not a huge fan of unfair passages in games, yet there are thousands of people buying games like Megaman on day one - so it'd be fun to know how people perceive unfair passages that you can only pass using trial and error, especially if you give them two variations, one where it happens and one where it doesn't.

    Nothing personal here, I still love you, I just think it'd be interesting to get peoples opinions on this, cause I could of course also be totally wrong about this. That's why we have this nice forum here, to discuss shit like that