MBK's Recent Forum Activity

  • If there were a program that could make a 3d Sprite grid level and create 3d sprite grid objects to move through the level, and rotate them as well as Construct rotates 2d things, only during Runtime too, then be able to shape the inside of the 3d pixels to smoothe and round the edges, that would be truly Awesome.

    Most 3d throws away the sprite system completely though, and instead uses points and panels between the points.

    But it would be neat to see 3d done with 3d pixels instead.

    If I ever figure out how to use Construct as masterfully as I now know TGF ... then perhaps I will attempt to create such a system. I'm rather curious how memory intensive it would be.

    But, I see no reason why the outer edge of 3d sprites could be filled (using memory) while the inside is left hollow (no memory used for empty 3d pixels) ... like a candy shell with no chocolate, cause all you need really is the shell to interact with other such objects, right ?

    In fact, if some sort of mathematical formula to empty out all the pixels in a 3d pixel object except the outer layer was created, it might be faster and easier and maybe even use less memory than the current 3d methods. Think about it .. for some reason beyond my knowledge, tiled backgrounds work faster in MMF than one big picture for a background. Or so people tell me anyway ... but, if that's actually true, then would it be the same with the panels placed on the points and lines in 3d editors ? ... so basically the smaller "tiled" 3d pixel version would work faster and eat less memory ? I really don't know, but it would be neat to see done even if it doesn't work that way.

    Think of the 3d pixels as empty cubes, only the outer edges using memory. Or maybe even empty spheres.

    If nothing else, then it would make a really sweet sculpture artists' program for practicing shaping and whiddling away from a block of wood or chunk of clay without using up so much time and without the need for any actual art supplies. No need of wood or clay

    I know it's a little off-topic but it's still talk about 3d.

    Thanks for Reading !

  • This is not a Bug Technically, but it IS a minor issue that you should know so you can fix it.

    Whenever you create a condition, then go to put an Action under it regarding the Jump Strength, there are *** 2 *** Jump Strengths' shown, One of them is actually Jump Sustain (whatever that is) so should be listed as such.

    Minor Issue I know, but it does matter to have everything say what is actually there.

    Oh yea .. a tiny detail thing too ... Invert looks alot like insert and therefore is rather difficult to notice, especially if you haven't used Construct before. Maybe Invert could be called Oppose or Reflect or Opposite or Negate (that's what they call it in TGF) or Mirror Form or Heads and Tails (Heads for positive, Tails for Negative) or Flip or Flop or Conflict or Contrast or Counterbalance or Renounce or Refute or Contest or Controvert or Contradict or Protest or Resist or Dissent or Veto or Blackball or Negative or Pit or Match or Face or Confront or Counteract or Fight or Repel or Repulse or Rebuff or Counterweight or Counterpose or Buck or Contend or Debate or Fence or Repudiate ...

    point is .. Inverse and Invert look alot alike and there's lots of other words to choose from.

    I kinda like either Reflect or Oppose.

    Thank You for making Construct btw ... I am having a bit of trouble with it though ... it could be a little bit more user-friendly ... I like all the features and everything ... but, it might be a good idea if you'd take a look at a few Nicely made Interfaces. Check out GraphicsGale (it's a pixel animation editor) .. notice how simplistic everything is ? ... all can be easily found and learned by the user.

    Also check out The Games Factory by ClickTeam. NOT MMF, NOT MMF2 .. they ruined the interface when they made those ... not even TGF2 ... Only TGF 1 has a truly wonderful Interface.

    Simplicity of design, while still powerful, ease of use for the user ... that's the key.

    Don't get me wrong, I'm loving Construct so far .. but it would be MUCH better with a few interface optimizations. I'm not saying to make it like either of the things I've suggested to look at ... just saying look at them to get an idea of what is easy to use and very comfortable as Interface.

    It will make Construct even better. Thanks for reading !

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  • That's actually pretty brilliant. ... Kind of like a better version of the Event Grouping available in The Games Factory. Ashley's Construct app is good an' all, but it Really could do with more Organisation.

    TGF actually goes another route in regards to this. It allows you to cut and paste any section of code within the event editor and even put events into groupings, so they can be easily moved and manipulated and referred to with values. And when you need to copy a single object from one level to another, you can do so easily and even take the events associated with that object automatically if you want to. If there was a product with the Interface of TGF and the options offered in Construct (it looks like there's some nice things from 360 degree to all kinds of built-in gravity choices) ... and if it was fairly priced, then I would buy it in a heartbeat.

    The idea you have suggested here could help some with the Organising aspect needed.

    Construct currently is a fun toy to play around with, but in order to become a serious game creation masterpiece, a few organisational efforts like this should really be implemented to gain the ease of use and speed of development that every click style interface strives for.

    To be honest with you j0h, I really didn't understand what you meant until after having read this thread here. But now that I understand, I see that it really could save quite a bit of development time.

  • I feel the same way as you Robin. All the ideas that I truly want to make, are way too complex and time-consuming for me to complete. I have plenty of ideas, but most the good ones are extremely difficult to create. It is good to hear someone actually talk about such things.

    But I thought this was going to be a video showing how everything in the Ghost Shooter tutorial works. So, while your video was gratifying in a way, I was disappointed that it's not a video tutorial.

    I for one, would love to see some video tutorials of Construct. A real long video showing an example of each of the features in Construct and how to use them would be Awesome.

    There are some free video screen recorders out there which can easily be used to make the video tutorials. Check out AviScreen Classic. I'm not sure about sound, but you don't really need a voice for a video tutorial. People can see what you are clicking on. Just go slow and steady when clicking.

    So, if there are any kind souls out there who already know how to use Construct well, the community would probably appreciate a Construct Master tutorial video being made. I know I would.

    Thanks for reading !

  • are you meant to be able to copy and paste animation frames with Cntrl v/c?

    I believe so. I can. But I'm not really sure which version I have ... I'm new to Construct though so it's either the latest version or the one just before.

    Umm ... you have to go into the thing first though .. I'd rather be able to just copy it without entering into the animation editor.

    Or better yet ... it would be nice to do all the animations, including adding more, from inside the editor, instead of closing it each time, making a new one, then entering again.

    Maybe someone could suggest that to Ashley.

    I am Reaaaallllly NEW to Construct though, just began using it a few days ago and rather casually ... so I may have just missed how to do some things ... lemme know please if something can be done when I think it can't ... thank you.

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MBK

Member since 10 Jun, 2008

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