VertexZero's Forum Posts

    Comparing Photoshop to a game engine is in every possible way wrong

  • , you shouldnt abandon that project. It was pretty cool but its normal to have not many feedbacks. Hope to hear from your project soon!

  • I completely agree. For work we use Unity. And in my previous job I used Unity. I also had some experience with Unreal 3 and just a bit of 4.

    But at that time ( like 2-3 years ago) I started with C2 since I never had time (often lots of overtime in game companies) to learn programming in-depth.

    Now I got much more time and honestly Unity seems like a much better option so far. What bothers me is having to redo a lot of the work from past 2-3 years.

    By the way, hope to see more updates from your project!

  • When users with promising projects begin to dislike the direction of the engine, I think it should be taken into account.

    In my years of experience in game companies changes were made to make the community happy, after all, companies wouldn't survive without a user base.

    In this case, I was quite optimistic using C2 and quite happy with Scirra work, but their lack of response to my comments made me believe that they simply dont care about their user base.

    During GDC Unity announced Unity 2017 and promised features for Artists and Designers which leads me to go into that direction if changes arent made sadly. It represents a lot of work in the current state but business are business.

  • I completely agree. Nothing that is extremely useful for more complex 2D games.

  • For Unity there's always uScript which is quite good actually. I agree with ErekT. Gimme an exporter like Chowdren and I'll be happy. Pretty much most engines and frameworks export to native.

  • Thats a problem you would have with any kind of software.

  • Personally I might slowly be switching to HaxeFlixel or the newer haxe kha for the same very reason. I found it quite easy from a non programmer ( with a bit of programming background though)

    to work with. C2 can be quite powerful but at the same time there's a lot of limitations to take into account for some type of projects. So in my humble opinion, keep working with C2/C2 if you can afford it, because at the end Construct still very good for fast prototyping ideas. And I would suggest you to try other engines/framework.

    Like I said, to me Haxe Flixel seems great.

  • Both of them are almost the same but I would say C2 events sheet is by far more powerful and flexible (personal opinion after using both).

  • Great post, and indeed, Scirra been doing a great job.

    But guyyysssss lol gimme gimme gimme an update that makes me smile.

    C2 is so great and yet the only limitation is not being able to export to consoles. I agree with the op that this is the future. UE4 embraced same idea with blueprints as well.

    But as a dev I have to think my future game's reach and being limited only to pc can greatly reduce the chances to sell. That's just my two cents.

    In overall, great job Scirra, although lately none of my post has been replied to.

    Cheers

  • I use Aseprite but Ive heard theres Dame and also Overlap2D. I believe Overlap2D would require someone to create a plugin for it.

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  • Damn I was convinced I had it set to yes previously so like a moron didnt check it up when 99Instances2Go mentionned it.

    I owe him an apology hahaha

    It works perfectly now,

    Thanks guys!

  • Thanks! I should try that too. But this is getting weirder hahaha

    On the same solid object I can execute the action in one spot but not another, yet its the same object I'm jumping on. what the? lol

  • did you add Platform simulate moving left or right?

    Also you could add instance variables to your Player object so when the action is being executed you can set the boolean to True and trigger your animation.

    if you need more help, dont hesitate to post your capx file.

  • -landstate is used to change the animations when landing. I use two different animations depending whether is a normal jump or power jump.

    -I dont change the animations on platforms, the animation is only changed depending jump type

    -no, animPlayer_2 is only pinned to player_2.