Jayjay's Recent Forum Activity

  • Wow, some really nice changes here! Thanks for sharing it Yarfapet

  • FPS: 72

    Particles: 315

  • -Better tiling. Creating level 8000x6000 with a lot of various densely tiled decorative sprites is very tediously. It would be nice to be here tile editor like in GameMaker or RPG Maker

    I agree that this is good, but I would like it to be a selected mode of object placement (eg: Free/2D Tile/Isometric Tile/Hexagonal) as both placement modes of Construct and GameMaker have their pro's and con's.

    Here is my list of ideas:

    It would be nice if Construct 2 started with a 3D engine at the core, and the 2D was built on top of it (eg: All objects have the same Z position). This would make it easier for the community to extend the 3D side of it through plugins/accessing the source.
    
    An implementation of a network library would be really cool, but if it messes with the licensing then it would still be awesome to just have basic interent packet sending/recieving stuff.
    
    It's always tricky working with the animations, I would really like a system closer to the way The Games Factory handles it where it shows a popup with the list of animations, the current selected frame, the angles of the animation, and the frames below (however, instead of just pre-defined animations, there should still be an ability to add new ones). I wish I could also mention some improvements for the sub animations, but currently I have no idea how to get them to work in the first place.
    
    The layout of Construct in general is good in my opinion, but I can see why people coming from RPG Maker and Game Maker don't like it. The ability to choose your layout style would be nice, but if it comes down to a choice between the two, I vote heavily on keeping it as-is.
    
    In terms of 3D features, A 3D shape object instead of just a 3D box would be nice, (eg: Sphere/Cylinder/Box/Pyramid). Something even greater would be basic 3D collision detection for them, since they can then be used as collision boxes for imported 3D models. However, the current implementation of 3D models would be a perfect start for Construct 2 if it also supported animation (the other stuff can come later through community plugins, etc).
    
    Multiplatform at runtime is definitely on the wish-list, but it would be better if the community can make the exporters for other systems rather than them being pre-set (eg: Construct tells the default renderer to draw a sprite, but the renderer module itself handles the OpenGL/Direct X code, meaning Construct itself can be a solid code that doesn't need to change for the different rendering api's). For Construct 2 itself, if it works in Windows (and Linux through Wine) then that would be fine too (If I remember correctly, Mac has some methods of running Windows programs now?).[/code:24phqhny]
    
    Anyway, thats all I can think of at the moment, most of it is pretty "in the next 5 years" requests, but it's nice to dream right?
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  • General agreement?

    You have my vote

  • Wow, another release so soon? Thanks again Scirra team!

  • xxKitheifxx's solution will work perfectly for turns from the sounds of what you described.

    As for pathfinding/grid movement, the RTS behaviour already does both

  • Pretty fun My "legit" score is 25 correct, 0 wrong. However, I think I found a bug as I managed to get 66 correct and only 7 wrong by just mashing the same direction very fast (and it seems the faster you do it, the less likely you are to get it wrong).

  • Best I get is 24fps on the same system as I said in your other post. I didn't see anything except two swinging purple rectangles and a stationary one though, thats normal right?

  • 800x600 windowed (I assumed full screen meant stretched across the whole window)

  • I tried it out and didn't find much difference besides vram usage (although, I did just get a brand new Nvidia card today ).

    Before: 85fps, 0.06mb vram

    After: 85fps, 2.14mb vram

    Specs:

    Cpu - Intel P4 2.8Ghz

    Graphics Card - XFX Nvidia Geforce 210 (512mb)

  • Jayjay, No not easier to do in python but lucid was making an intro to spark interest in adding python to projects, so after you lean it you can do things that Construct can't. It is a beautifully simple example for the beginner. So while it is easier to do this in construct; if lucid would have made a huge project then most people would have passed it over.

    Ahhh, ok. I was leaning more towards Python being easier to code quickly in when you know what you're typing, not that programming in a language in general is easier than using Construct events system.

    I do see what you mean though, I was thinking about the case of smaller projects, where including the python runtime in your executable isn't necessary unless you must do something that Construct events alone can't do well (or even at all).

    The way Python is implemented in Construct is (very) nice however, and I'm not trying to put it (or the given example) down in any way.

  • I don't understand why this is done in Python, when it looks like it can be done using events (ala Functions, Families and Private Variables) just the same. However, I guess the python script is easier to type in quickly than clicking through all of the windows it takes to make events.

    Thanks for sharing Lucid!

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Jayjay

Member since 18 Mar, 2008

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