thomasmahler's Forum Posts

  • 4) I'm trying to understand the resources tab now. Basically, that's where all the content is being stored if we're exporting to the .exe, right? So this is where I store sounds and stuff.

    I'm not sure I understand the structure though. Do I just add all the resources I need under 'Binary'? Would I add the sounds to Binary? I can't add a submenu there, which means that it'd be quite messy after a while.

    Also, if I rmb on the 'Font' Resource, nothing at all happens. Does that mean that I can't add my own fonts?

  • Man, I'd love to take a look at your cap file to see how you handled the combo system and the dialog boxes!

  • 11) Just a UI Continuity thing: If we press MMB on a tab, the tab should close. That's pretty much what ever software using tabs does, its easier than finding the 'x' button or pressing rmb and clicking on close.

  • 10) PSD Support. Characters can have lots of animation phases. If we could just setup the .psd, so that every animation phase is in it's own layer, we'd save tons of time.

    Implementation suggestion: RMB a frame in the animation and 'Insert PSD Sequence' - Construct would then import all the layers all by itself.

    That would save us all a LOT of hassle with defining animations by going to the picture editor for every frame, opening the image, etc.

    Also: Drag 'n Drop support would be awesome. Drag a png from the explorer directly to the frame you want to put it on - boom, done.

  • Maybe I'm simply missing it, but:

    9) In the Picture Editor, is there really no hotkey so that I can scrub through the animation of the sprite? I'd need two things:

    a) Playback based on the projects fps and the fps for this animation - so that I can check directly in the picture editor how it'd look during runtime. My suggested hotkey: Space (and space to stop the animation again)

    b) Scrub Hotkey so that I can play through the animation phases one by one, forwards and backwards. My suggestion would be to set the scrubbing to left and right arrow and put the hotspot nudging to ctrl + whatever arrow. Cause scrubbing through animations is the most vital thing ever and nudging comes second.

  • Relax, dude. I just said x360 controller, cause it's a pretty cool PC Controller. Of course every USB Controller should work and not _just_ the 360 thingy. But the 360 controller is a pretty nifty PC controller.

    Let's keep going with the list;

    In the project list, why am I not simply able to right-click an event and delete it? I can right click layouts and delete the layouts, but I can't delete events here. Yikes. Why do I have to go to the event sheet manager for that?

  • Hmm, is it just me or does the app always crash if you select two events and copy / paste them into another event sheet? It's reproducable.

  • Did you look at the cab file? The thing is, I set jumping to 'Z', yet during runtime, Z isn't being recognized and jumping is still set to the left shift button.

  • Also, there seems to be a general problem with the beahvior. The moment I remove the platform behavior, I can't jump into the runtime anymore. Is that me screwing up or is that a bug as well? I do think it should work even without the behavior, right?

  • Hey guys,

    Thought it'd make the most sense to create a thread where I can directly ask questions whenever I'm too stupid to understand how something works

    In order to learn Construct, I thought I should target some real-world problems, so I thought it'd be smart trying to re-create the classic Super Mario Bros. And I'm pretty happy with what I've got so far, but there are a couple of things I'd love to figure out. I'll also just upload the .cap (it has the sprites included, if that's against the rules, just tell me and I'll take down the link) so you guys can directly look into the problem:

    http://www.thomasmahler.com/files/01.cap

    I hope this file works if you guys don't have the actual sprites (does the cap file also pack the resources?)

    If not, here's the exe file:

    http://www.thomasmahler.com/files/smb.exe

    Controls are the defaults, arrow keys to move around, left shift to jump. No Run or whatever yet.

    1) Controls: That's my biggest hurdle right now. I think I'm getting to a point where I can recreate the actual controls (man, now that I've analyzed it, they're _way_ more advanced than I thought. Mario builds up momentum while running fast, etc.), but what I don't understand:

    Since I want to create a co-op mode that you could play simultaneously, I changed the applications controls. So I've changed the naming to P1 Left, P1 Right, etc. and added P1 Run and P1 Jump.

    Now, how do I tell the Platform behavior that Z is jump - and not the left shift?

    I also tried to put Luigi in there, but the controls sorta always stick to the defaults - I'm pretty sure I'm missing something 'big' here, I just can't figure it out right now.

    2) Maybe I don't understand how to set this up properly, my idea was that I create a solid, tileable 'Blocker' Sprite that I'll just make invisible to block Mario from going to places he shouldn't go. Look at the leftmost area of the level, I created a blocker so that Mario can't leave the level. Now, if I jump to the left, the blocker actually blocks me, but if you keep running, Mario will fall through the blocker. Is that a bug?

    EDIT: Has been fixed with the update.

    3) There are a couple of animations I'd love to know how to implement: I created a 'If Mario is falling, set animation to 'Jumping'' Expression - but it doesn't seem to work. What does the 'is falling?' attribute stand for? I thought it's the downward movement whenever you were in the air. I want to see the jumping sprite whenever Mario is in the air, just like in the real game.

    EDIT: Solved 3) - The expression works, but I had it set as a subEvent of the jumping event, that's why it didn't work.

    Also, how do I recreate the 'momentum steps'? Say, you're running and you suddenly do a full stop - in the NES game, mario still takes a couple more steps from the built-up momentum. How do I recreate this?

    Also, if you're running and you suddenly switch directions, there should be a new sprite animation where Mario already looks into the changed direction while the momentum still moves him into the previous direction for a couple of milliseconds - is there an attr to set this in the platformer behavior?

  • I just would like to point out that the more i`m learning about construct possibilities the more i think how excelent this software is! ( just add xne export after v1.0 pls )

    QFA. Construct is pretty freaking awesome.

    Hope future releases are more stable though and definitely hope we'll be able to compile for different platforms. That could very well have a big impact on the handheld / casual games industry.

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  • Oops, I definitely missed that one

    7) It'd be cool if we could also toggle objects. Say, i have a couple of lights in my scene (or some blocks for that matter) and want to see how the game looks / feels like without them. Instead of deleting em, I wanna be able to temporarily hide / toggle them, just like the Events.

  • 6) Being able to turn off the interpolation.

    Say I'm doing Pixel Art and I want to add a HUD with a pixelated font - how do I turn off the Anti Aliasing Effect that Construct automatically adds on top of the text? I can't find anything and it looks really weird to have pixelated characters, environments, everything, but the text is round and smooth.

    Same thing with the scaling of sprites. I definitely wanna be able to scale my sprites and keep them pixelated.

  • 5) Ordering: In the Platform Controls, under Add / Edit Controls, it'd be nice being able to set the order of the controls. If I Have P1 and P2 Controls and wanna add another P1 control later on, I want to be able to put that control to the other P1 Controls - and not under the PS2 Controls.

    Same thing with the project bar. I've got my game and the event sheets in there, but I can't re-order the sheets, which makes the whole thing a little jumbled.

    Btw, ordering events also seems to be a little buggy right now. If I take multiple events and do a copy and paste or a cut and paste, Construct will simply crash.

    (I'll keep the original post updated)

  • Okay, I think the smartest thing would be to just create a thread where I'll just keep going posting feature requests and suggestions. So let's start:

    1) Mute Events.

    Very simple thing. What happens if this event isn't in there? Instead of deleting and undo'ing, it'd be cool if we could just 'mute' events, so they'd not be processed at runtime, but they'd still be in the event sheet.

    That way, if I want to test out controls, I don't have to kill events or change their attributes all the time.

    2) Controller Support.

    This is basically the cornerstone of it all. Support for the X360 Controller and all it's functions would be great.

    3) AVIs with Alpha Channel.

    For great looking games. We could have avis with alpha channels in the foreground and in the background. Being able to render out videos with alpha channels and using them in the scenes would be really powerful.

    4) Multi-Platform support.

    Construct is DirectX, yeah, but ultimately, this'd be just frigging awesome. Being able to create a 2d game that you could then compile for multiple platforms would be the best thing ever.

    5) In the Platform Controls, under Add / Edit Controls, it'd be nice being able to set the order of the controls. If I Have P1 and P2 Controls and wanna add another P1 control later on, I want to be able to put that control to the other P1 Controls - and not under the PS2 Controls.