Davioware's Recent Forum Activity

  • Just released version 1.1, along with a new trailer.

    youtube.com/watch

  • This one is pretty bad. Fix needed Asap.

  • The boots and gloves give you stat bonuses when stored in your inventory. Gloves make you climb a lot faster, boots make you run faster :). The wand can be fired by throwing it in a direction. (takes a bit of time to charge.)

    And yes, you can kill/stop enemies in a variety of ways. You can blow them up with potions or berries. Protip: Spikes can be "harvested" used as weapons. Part of the strategy is learning when to fight or run.

    The game is supposed to be difficult but rewarding. I really wanted to err on the side of difficult as opposed to easy. Completing the game is supposed to make you feel like you really accomplished something.

    another tip: try tossing an item downward while in mid-air!

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  • Thanks for the feedback guys! I really appreciate it. I'm aware that the controls aren't perfect, I guess I just got so used to them that I decided they were good enough for this version. I'm glad you guys are enjoying it. What level have you made it to tokinsom?

  • Hey, thanks for the detailed reply Tokinsom.

    The controls will eventually be customizable, for now you can use joy to key to use a gamepad. And the game can be somewhat confusing for a newcomer; exploring the unknown as you venture higher is part of the progression and gameplay. I also thought pasting the code into the game would be easier since it's quite long.

    Thanks for finding that spacebar bug too. :)

  • davioware.blogspot.com

    I've finally managed!

  • I use tokinsom's method as well for some of my stuff. It all comes down to preference really. In C-Classic families are a pain in the ass (you can't delete variables once you add them..) so this method is more reliable sometimes. Plus, with this method, it makes it really easy to swap objects on the fly, and can actually reduce code in specific situations.

  • Programming/coding (synonyms) in Construct is no different than "real" programming. It's just at a higher level. The "No programming required" slogan is just to attract users who are intimidated by "real" languages. New users start off with simple projects akin to "hello world", but instead of outputting text they have a sprite moving onscreen, and it has the ability to shoot things. Soon however, they realize that to achieve a level of quality equal to commercial games they must dive into the more advanced features such as expressions, complex picking, state machines, and overall system design. This is where Construct becomes nothing more than a nice game engine, and a wrapper for a scripting language. However, at this point, users have been breast-fed by Ashley and gradually edged into the programming world. Things soon become clear, and the once unfathomable monolith of programming becomes exploitable with a sub-event and a six pack of mountain dew.

    I call it scripting; just because the functions are wrapped in graphical blocks doesn't mean it merits a new name IMO. Eventing sounds nice too, though nobody knows what it means outside of this community, and it's just a synonym for scripting anyways. The word you use really depends on who you're talking to, and what they'll understand. Visual scripting is a nice way to put it.

  • That can be done without any special shader. It's mostly the composition that matters. The light beams are simply additive, and the trees in the background are colored closer to the background color according to depth (use filters on a white sprite for this).

  • If you cannot make a good 2d game in Construct it's simply your fault. One can only ask so much of a machine.. "further development" as you say, is pretty much just bug fixes at this point. Construct is pretty mature and powerful.

    On the topic of crashes when switching layouts, that has to be the next thing on the bug list. This is the one flaw holding classic back. I'm sure this bug has to be some stupid little typo somewhere, like an array out of bounds or something.

  • And believe it or not, overlapping at offset (0,0) works the same way as the system condition. I think it's some sort of inconsistency in the code for that condition.

    ^

    I completely agree with tulamide. I've been working a .cap file for more than 2 years and everything runs smoothly. I am however, extremely cautious in my work. I save to a new file every time I save, and make sure to test everything for stability every time I add something new. Construct Classic remains a hidden gem, truly understood and appreciated by only the most dedicated users of this forum. The stackable shader pipeline is amazing and very underused/misused.

    There are a few real bugs which remain in Construct, namely family pv editing and something which causes random sporadic crashes on layout change.(I think it has to do with sound) + the odd memory leak here and there.

    Construct is not completely foolproof, but it works. It works damn well.

    There will not be a better suite than Construct for developing professional quality 2d games without programming. Construct literally serves you the core elements of a professional quality 2d game on a silver... no, gold platter. Construct not flexible? If you think that then you haven't even scratched the surface of what it can do.

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Davioware

Member since 25 Sep, 2008

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