Tokinsom's Forum Posts

  • Looking at the guy's name (OverratedProgrammer) and his channel (absolutely nothing) I'd say it was just a joke... If not, well, you know how some people complain about EDM not being "real music" because they don't use "real instruments"? Same thing here. To them, you're not writing the game from scratch in raw C++ or what have you, so you are an inferior poser wannabe making fake games. You'll find that with just about anything.

  • Oh god I'm having flashbacks already. All I can say is do not use Ashley's method in the first link. I worked on a game for ~7 months using that and it was such a pain. It's been years but off the top of my head your viewport and parallaxing is completely warped, HUD's / Pause menu objects have to be created and placed entirely with code (and might still shake when scrolling regardless of event order), everything moves on sub-pixels, performance takes a hit, and so on.

    I don't think proper fullscreen was ever figured out in CC. Makes me wonder how Konjak handled it in The Iconoclasts.

    ""I know there aren't many CC users in the wild (the result of some negative marketing? )""

    No because it's a busted, buggy, antiquated and inferior product XD;

  • It's pretty simple. Make a good game. People talk about good games. All the marketing and promotion in the world is useless otherwise. Sorry to be so blunt, but flappy bird / space invaders clones with public assets and a game where you tap squares aren't the most appealing. There's an ocean of amazing work out there and it's gonna take more than that to get noticed.

  • But how can that be true with what I mentioned above? My experience says this:

    -Placing an instance in the top-most layout makes it the default instance at any time.

    -The first instance in any layout (if there is NOT one in the top-most layout) is the default.

    -The first instance in any layout (if the one in the top-most layout has been deleted) becomes the default.

    There's nothing random about that...

    It appears the best way to ensure default instances is not only to create an "Object Bank" layout which all objects should be created in but to also place that layout at the very top.

    All in all it's, again, a bit of a mess. It should work something like this:

    Create an object anywhere

    Set its properties

    Select "Make Default Instance" (if not first in project)

    Delete the instance so it's stored in the object bar and not wasting space in a messy "Object Bank" layout reminiscent of the days of MMF2.

    Or just, y'know, a full blown pre-fab system like Unity's..but that's been discussed before.

  • Where can I find the manual entry on default instances? Is there even one? By default instance I mean the one that future instances inherit their properties from when drag 'n dropping from the object bar or creating via an event.

    I thought the first instance created in the whole project became the default instance. I've been using C2 for years under this assumption with no problems...but I recently discovered (by what I thought was a bug) that the default instance is actually the one in the top-most layout...unless there isn't one in the top-most layout...In which case I was right.

    On the contrary, the default instance for tilemaps seems to change to the latest one. For example, if I create a tilemap object in one layout and leave it blank, then place an instance in another layout and put some tiles on it, the next instance I create has those same tiles on it and I have to erase them every time. It should not have any tiles on it, like the first instance I created.

    I'm not sure if these are bugs or by design but it's a bit of a mess and I want to know exactly how C2 expects us to manage them. If anything we need the ability to set the default instance on our own, but Ashley said in a similar thread that isn't happening until C3, if ever.

  • Update #3

    -Graphical improvements

    -Backgrounds

    -Destructibles & particle FX

    -Item collect sequence / message box

    -Item persistence

  • Update #2

    -Game Save Platforms & Save Data (player health, collected items, minimap progress, current room, etc.)

    -Dummy enemies and player/weapon interaction

    -Metroid-style health & energy tank system

    -New bullets & FX

    -New tileset

    -Fade in/out transition

    -Placeholder title screen

  • Yup.

  • liquidmetal No worries. This game kit is definitely more suitable for intermediate/advanced users. I'm just trying to construct it in a way that people with less experience with C2 can still find their way around. If anything I might include a "walkthrough" video to explain how the various components work together.

  • That's a fantastic waste of VRAM there. I'll admit I used to do that back in my MMF2 days though lol. In C2 you can use the paster or canvas object by R0j0hound.

    +Every 0.05 seconds

    +Player is NOT on floor

    -Create Paster at Player.x , Player.y

    -Paste Player object

    +Paster opacity > 0

    -Subtract 240 * dt from Paster.opacity

    +Paster opacity < or = to 0

    -Destroy Paster object

  • There have been discussions on this in the past. Kinda hard to find them though (most licensing searches bring up C2 licenses). The consensus was the majority of these "publishers" don't want games built in engines like C2 because they can't easily modify them or integrate their APIs. They'd have to write numerous plugins and such specifically for you game, and they aren't going to bother with that. Pretty ironic considering this is apparently where HTML5 games shine.

    Thing is, you'll hear about GM:S HTML5 games being licensed left and right. There's even...that one guy...who claims to make tens of thousands a month licensing HTML5 games made in GM:S...though personally I think it's all bullsh*t to help push his book filled with common sense marketing stuff. Anyway, what makes that so different?

  • If it does you can always roll back to earlier versions. If the operator precedence breaks anything then just update the expressions (I mean how many can you have using ^? It's not very common) Pretty sure Webstorage is still fully functional, too.

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  • I use BFXR for sounds but I plan on switch to ChipTone when it's done. If you're going to use BFXR, I recommend not using the presets - they sound terrible and way too many retro indie games use them. For music I use FL Studio and various retro console VSTs from woolyss. Trackers will always be the better option for chiptunes but I can't stand using them :T

  • Aphrodite

    Yeah It's pretty overwhelming at first considering all the different ways you can design a metroidvania in C2. I think my approach here (what Ashley himself recommended in our discussions a while back) is the most accessible and will teach people enough to make 'vanias in whatever way suits their game.

    Derqs liquidmetal The biggest issue I'm facing is the fact that good/efficient code is not always the most beginner-friendly! I'm trying my hardest to find a good balance between the two. I'm still doing many things as I would in my own games, though.

    As for pricing, it's early days still so it's hard to say. It looks like this game kit will have quite a bit more content than any current templates on the store, but of course we need to keep it reasonable!

  • A while back I made this

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    to see if a Metroidvania game could be made in C2 without any external editors or 3rd party plugins, and have been getting all kinds of questions and requests for the .capx ever since. Frankly, it's getting to be a bit much!

    That said, 7Soul and I have decided to make a "Metroidvania Game Kit" to help Construct 2 developers make metroid-style game engines like this. It will essentially be a small, heavily-commented, open-source metroidvania game to learn from, modify, tear apart, or whatever you want. It will feature...

    • A Player character that works similarly to Samus from the Metroid series
    • Familiar weapons and abilities
    • Room transitions, alignments, and object management.
    • A minimap system
    • A subscreen system
    • Metroid-style HUD
    • Various enemies
    • Save Data
    • Menus
    • and more!

    It will include lots of sprites, tilemaps, sfx, and music to play around with too, of course.

    We hope to have it finished and available on the Scirra store within the next month or so.

    In the meantime, feel free to ask any questions, and if there's something you'd like to see in the game kit that isn't listed here we're open to suggestions.

    Update #1 Room transitions & alignments, HUD minimap, WIP player character & tilemap.