VonBednar's Forum Posts

  • I am interested as well, my OUYA will get here next month and I would like to be able to create games on this little console!

  • I am not on my proper PC now, so I can't test it, but You could create a sprite that covers all of your area (black background perhaps, or a semi transparent one) that will cover the sprites, so they can't be clicked while paused.

  • I think that design docs for games are a great source of knowledge about the art/science of game design.

    In this topic I want to collect the freely available design docs from finished games, so other can see how where those games started.

    Feel free to add your finds - I will occasional edit this first post to include any of your "new finds" and the docs I will stumble upon.

    Without further ado, links to game design docs in alphabetical order:

    Captain Claw

    Grim Fandango

    Play with Fire

    Space Miner

  • Fun Question: Could Construct2 do something like this?

    http://cryamore.com/btest/Buildtest/Test.html

    As long as you have a good artist - yes. The test is nothing else, but 8-direction movement with few solids. You could create the same test (as long as you have the art) in 10-15min in C2!

  • wowExactly my words.

    You know Sogen, there is a reason why demos, free versions and even free to play games exist.

  • Sign me up for the tutorial as well!

  • Kickstarter would be possible, but would have to come from Scirra (correct me if I am wrong). I would totally back this up.

    I am thinking if it would be possible to make a bounty system, where people would pledge money to features, and developer who would create the plugin would take the money?

    Would others be interested in that type of crowdfunding?

  • Well, I can't help you with a tutorial at this point, as I am still doing babysteps in C2, but read a lot of the pcg wikia (recomended above), and check out roguebasin (http://roguebasin.roguelikedevelopment.org)for articles and algorithms on random dungeon generation.

    There are also tutorials on dungeon generation for both C2 and CC on this forum. Alas, it is late and I am sleepy, but I will attach the links soon.

    Saying that, I would love to see a .capx on how to approach this type of random dungeon generation in C2.

  • Ashley, I see your point over here. To be honest, you are doing a stunning job with the updates.

    We have tossed few ideas for crowdsourcing some features - or even create a bounty system. Would you and Tom consider something like that? I guess people would chip in even few bucks to see some features that you guys don't have time to implement?

    My coffee maker is the best coffee maker I've ever seen! It's so easy to use and it makes the best coffee I've ever tasted. I just wish it would make carbonated beverages. I love my caffeine to be in soda format, but all my coffee maker will make is coffee which I don't like the taste of...why can't Gevalia change my coffee maker to make soda instead? It would taste better and everyone would buy it!

    Well, if the coffee maker advertises soda making capabilities, why shouldn't I comment?

    Again, I don't think anyone (I am sure I am not) is bashing C2. We are opening a discussion, even a brainstorm, if you will... collective can come up with better solutions than just an individual.

    Open discussion can only lead to improving usability, either by showing ready solutions to problem, or showing others how to cope with the problem.

    Peace.

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  • jojoe

    I know exactly what you mean, and I have seen it happen so many times. The bottom line is - your first game will not be a hit that will bring you tons of money. But this is not what this topic is about.

    From my point of view, C2 is a great tool, just, at this time, limited by it's dedication to html5. Which, by the time I decide to release my first proper game, might be an amazing gaming engine - who knows?

    I am full of awe for Tom and Ashley for bringing us updates so often, and expanding C2 in new and creative ways. I just wish that C2 would expand in the way of native exporters, even if they would cost extra or even would be made by a third party.

    Saying that, it made me think that perhaps Scirra could team-up with some 3rd party developers to bring us more functionality. People in Haxe, could backward-engineer their language to export from HTML5 to Haxe - I would pay extra for that.

    It is similar with Spriter. Once it will get to 1.0 I will buy it and I would be fine with paying another X dollars to get an amazingly working plugin to work with construct.

    In the day of crawdfunding this is all possible. Having a community driven support would be amazing - and I can see myself paying for skilled programmers to expand Construct's functionality. Be it kickstarter, or some bounty system, I would put my wallet where my mouth is.

    Community support might be the key to expanding construct. We can let Tom and Ashley to create new game-engine features, while others create native support for devices, plugins that extend the usability in new and exciting ways and making construct compatible with other tools.

    I am curious what others think of business model like that?

  • I will add my 2 pence here.

    I am a new (and free) user, with a small background in programming from my teenage years (mostly BASIC and Pascal). I am still to decide if I should go forward with buying Construct.

    I see this tool, at least at this time, as a great tool for making prototypes and learning how to make games. But I have to say, html5 somehow scares me away from buying. If, construct would work based on Haxe, I would gladly pay for it, even more than it costs now.

    I would love to see perhaps Construct2H, that works on Haxe instead of HTML5, I would gladly pledge to a kickstarter to rise funds so Tom and Ashley could hire people to port C2's great interface and usability to Haxe.

    Saying that, something might change my mind in the near future. HTML5 can do a great leap (like Java did before) - we will see...

    Also, I think that it would be a good idea to post a tutorial for mobile optimization on scirra's website, so less-experienced users could optimize their games for mobiles easier.

  • I would like to summon Tom & Ashley and ask to implement it - this would be amazingly helpful.

  • Another option is to use distance(ObjectA.X,ObjectA.Y,ObjectB.X,ObjectB.Y) when using set width for your "beam" object.

    I am using tiled background instead of a sprite for tractor beam, but I think it should work with sprites as well if you setup your origin point correctly.

    Edit: Now with .capx for proper tractor-beam action.

    dropbox.com/scl/fi/ib9a2w4zt6m0mcixbtlxg/Tractorbeam.capx

    I actually might create a small game based on this mechanic.

  • I would like to summon R0J0hound, as he masterfully resolved a different parabola issue in Parabola/Tracjectory tracing with Physics / Box2D.

  • I would also like to see the implementation of the Platformer behavior, it would help solve my problem with the "Frog Jumper" platformer as described here scirra.com/forum/topic63052.html.

    Edit: Can't post links, as I don't have enough rep :/