machrider's Recent Forum Activity

  • Make sure you have the animation bar enabled under the Home tab. That had me confused for a bit when I first started this program.

  • In fact, I think rather than a grid object there should be something integrated into Construct itself.

    If you notice, on the layout tab, you can toggle a grid on and off and edit the size of it.

    Rather than this grid just being just something that is part of the UI of Construct, you should be able to use it in the event editor.

    Like there is an option to move things according to X (or Y), there should be an option to move things according to the grid (to the next square, or specific square in the grid, etc).

  • So if it's possible to make in Construct, and reasonably easy to do so with a little effort, then why request it as a feature? I just don't see the reasoning behind it.

    It isn't reasonably easy to do. If it was, I wouldn't be requesting it.

    You can make a pseudo (fake) grid engine with a lot of work and a bunch of events where you manually have to calculate where the center of each square on the "grid" (each and every single x/y coordinate) is to move your character (which would likely result in an event sheet that takes up the whole screen) but that's just tedious and haphazard, and not to mention just isn't practical.

    Also, that C++ and Allegro comparison that was made before is irreverent. If you were using C++ or any actual language, you'd be able to code an actual grid engine that loads tiles from a tilesheet, moves things according to the grid automatically, etc.

    Construct by itself does not have that ability unless someone codes it in via the plugin SDK or editing the source code.

    Since I cannot code, I am requesting that someone help out and add this functionality.

    And that's what should happen. I don't see why anyone is objecting to as basic and essential as this. Even MMF has a grid object.

    If you won't use it, then fine. Don't use it. I actually think you need it more than you're realizing.*

    And about the rest of what you said. I'm not saying for Construct to make a game for me. I am saying that there is no way in hell I can learn something such as C++ and believe me I've tried. I need menus to click on, I cannot remember syntax or languages for the life of me. Call me lazy if you want, but I am not going to learn C++ anytime soon.

    *Edit: Another thing you might not realize is this. A Tile Grid object can directly be used to make a level editor for games. In fact, by requesting this, you are also requesting the ability to add level editing to games. If you've used MMF before you'd know that it's almost essential to have a grid object for such a thing.

    If you're not familiar with what I'm talking about, The way it works is. The user uses a preset series of parts (different tiles for slopes, straight surface, etc) to create a level. The data of where each tile is stored and which one is used is stored in an INI file which then can be distributed as the level. Then through a series of events, the grid object loads this data and arranges the tiles accordingly to each square where they were originally.

    This is one of the many uses a tile grid object has. It isn't something you can just make up in the event editor. You may be able a pseudo tile engine for an RPG or haphazardly for a strategy game (like Advance Wars), but not everything else it is capable of doing.

  • Ok this last sentence was a joke, and i will use Advanced Grid Object if it will be available (and useful), im just saying "Not there? Make it!" but thats just my rant/opinion.

    Sure, just give me a few years to learn C++ and some time to learn the SDK first.

    Who knows, maybe by then Construct will reach 2.0 or even 3.0.

  • Yeah, but then again, the reason I use Construct (or even Multimedia Fusion in the past) is because when it comes to actual programming (one that use a language) I'm clueless. This program makes it easy to make anything I want, provided that it programmed to so. Also call me lazy, but I like to do things the fast and convenient way.

    And besides, If I had the knowledge or skill to code things by scratch in C++ or whatever, I'd make my own 3D model plugin and start working a 3D platform game by now. I wouldn't be wasting my time doing smalltime projects like the ones I'm doing now.

  • I would like this too. I've always wanted to make an Advance Wars style game and right now, while it is possible with Construct, it's harder than it should be and isn't worth the effort. I would much rather have a tile or grid object to make things easier and a lot more bearable.

  • Whoops, I can't believe I missed that. I apologize. Hah, it was there all along. I guess I'm still getting used to the menus in this program.

    Feel free to delete this topic if you want, I'll try to look before I speak from now on, sorry.

    Edit: Actually, wait a second. I hope I'm not speaking too soon again, but it seems like the physics movement doesn't have a set activated option. I guess that's why I couldn't find it in the first place. Is there any way to toggle it on and off?

  • This is just a little idea I had for a platform puzzle game where you reverse gravity to reach the goal in the level. I used Construct's physics engine to make this.

    http://machriderx.googlepages.com/gravity.zip

    This is just a demo of sorts. Just a way to test the game idea I had. It kinda sounded better in concept than it did in actuality. I'm not sure if it would make that great of a game but then again I don't know. I like how easy it is to experiment with different ideas in Construct though and to see what works and what doesn't.

  • There needs to be an ability to disable/enable movements via the Event Sheet Edtior when multiple movements are assigned.

    I think this would be rather simple to implement, yet it would be extremely useful.

    For example, say you have a game where you control a robot that can turn into a car. The object which represents this character has both 8 way and car movement assigned to it. While it is in robot form, it uses the 8 way direction movement. Then when it changes its animation to car form, it disables the 8 way movement and enables the car movement.

    Or, a platformer where your character can turn into a ball and roll down slopes. You could have both platform and physics movement assigned to it and swap between the two accordingly.

    I can think of many other examples. But I think you see what I'm getting at.

  • How do I do R-Type/Gradius/etc. style scrolling in Construct? You know the type of scrolling where the screen is always moving forward (while the player moves independently) regardless of where you are on screen? I can't seem to figure it out.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah, that's a good idea. I think the PC version of Geometry Wars has that option too by the way. But in games like GW, nothing beats the feel of using two analog sticks (one for moving and one for aim/shooting). It would be nice to use that nice, smooth, control scheme in other games.

    Of coarse, I'd be sure to add keyboard and mouse support as well if I ever make a game like this. I'd be crazy not to.

    Edit: Also, one thing. I noticed that a lot of games do this to ensure that they are compatible with anything. What they do is, you select the action/function you want to assign (jump, move up, down, etc.) and then you hit enter and it asks you to press anything, it then remembers whatever you just pressed and uses that for the action/function.

    For example, in the options menu for Geometry Wars on the PC, to configure vertical movement for the left stick, you just highlight and select "Move Up/Down" then tilt the left stick either up or down and it assigns the appropriate axis.

    If something like this can be done with Construct, I think that would be ideal.

  • Will it have dual analog support?

    A while back, I was going to make a game like Geometry Wars, however I was never able to finish it because, well, let me explain.

    I used to use Multimedia Fusion, I still do occasionally but not as much. One thing I hated about using MMF is that while it had an "analog joystick object," from what I tried, there was no way to make it recognize all the axes. It only recognized 3 preset axes (1 or 2 of which didn't even seem to work) and I wasn't able to get it to work with any of the dual analog controllers I tried it on. I managed to get one stick working but I was only able to do some slight horizontal movement and nothing else (if I remember correctly).

    That pretty much killed my project right there. My only other option was to try to learn BASIC and maybe code it in BlitzBasic (or some other program/language that would allow me to do what I had planned) but I'm very bad at coding. I'm a visual type of person. I like seeing menus and things I can click on, it's much easier for me.

    I see a lot of potential in this project. More so than I do with MMF, which hardly ever changes much between each new version. MMF2, as far I know, still has the same issues with analog support as MMF1.

    Anyway, about the gamepad support you're going to add.

    Please make sure it can recognize both analog sticks as well as extra buttons, etc. I hate being limited to only a set amount of things that a game creation tool is programmed to display, whether its only 4 buttons or whatever.

machrider's avatar

machrider

Member since 12 Jan, 2008

None one is following machrider yet!

Trophy Case

  • 16-Year Club

Progress

16/44
How to earn trophies