Mr. Ksoft's Recent Forum Activity

  • Some of this may have been mentioned already.

    -Improved stability. The program always feels a little fragile. The interface should be more responsive so it feels less so. An example is that the interface feels laggy when moving things around. Maybe it would help to use native Windows interface pieces? Another example: the event editor. Sometimes clicks don't register, or register as if you clicked somewhere else, and in general it just doesn't feel professional and almost makes you nervous that a wrong click is going to crash the program.

    -Multiplatform support. Primarily I'd want support for Linux and Mac, but other platforms would be extremely nice (maybe the runtime should be easily portable so that more platforms could be developed?) I guess this would be mean the addition of other renderers like OpenGL.

    -Maybe with the addition of other renderers as mentioned above C2 could do away with the need for that specific DirectX update? I find it really confuses casual users when they try to play things I make. (For instance, they insist that since they bought their computer after August 2008, it should already be updated)

    -A better control system. Integrate the Xbox controller plugin to the main control system, add support for other joysticks and gamepads, and build in customization ala CustomControls.

    -When a game displays fullscreen, there should be options to accommodate for widescreen monitors and the like. For instance, if a game is 4:3, the fullscreen resolution should be able to go to 16:9 so it doesn't appear stretched. Another example would be a game with a weird resolution-- if the monitor can't show that resolution, it should set it to one it can display and center the game in it. (For instance my game displays at 430x240, which is not a standard resolution-- I'd be fine if it could be centered in a 640x480 display or something) I know some people may say to do this with events, but there are many caveats involved in such a process that it's not worth it (for instance, it makes scrolling layers nearly impossible to do)

    -The animation editor needs stabilized. It suffers from the same sort of issues as the main Construct UI regarding responsiveness. Also, there's the little filmstrip at the bottom, and you should be able to click back and forth through the frames using it instead of having to close out of the editor per frame. (I have a feeling it's supposed to do that right now, but it doesn't)

    -Consolidation of all the audio options. You should be able to use whatever formats you want for music or audio. Additionally, the MOD plugin needs redone with a different, more accurate playback engine, which could then be added to the main audio plugin as well.

    -Better support for application icons... I've noticed that you don't really get many options and sometimes it doesn't even save properly. Something more like MMF2 would be good, where you can make an icon for all the different sizes and color options.

    -The debugger needs serious revamping. It is extremely unusable. At the very least, you should be able to sort the objects A-Z, because when you have a larger game with tons of objects it becomes a real pain in the ass to scroll up and down the list trying to find the object you want to debug.

    Maybe more things if I think about them.

  • Run -> services.msc -> Cryptographic Services -> Start it (make to auto.)

    Sidenote: The run dialog is hidden in Windows 7, so press the Windows key+R to get it to pop up.

  • Well, I did have that event in the actual game I'm working on. And indeed, no difference.

    Anyway, I think this might actually get fixed, because I noticed that it even affects the built in Xbox 360 controller plugin. It won't react to anything but behavior-default controls either. I'm going to submit a bug report and hope that it gets looked at.

  • Okay, I see. I guess I'll just pass on the controls for now and hope that something comes up later.

    (Also, I thought the Set Armed Control action was only needed if you wanted to do something when a control was set-- for instance I would have a screen pop up confirming the change in my actual game)

  • I'm trying to put custom controls into my game after using a set bunch for such a long time.

    So I thought that'll be easy-- just make an interface to change them using the Custom Controls plugin which everyone still points to since it's the only way to do so.

    However, the controls don't seem to remap consistently. The built in controls for a behavior (ex. left and right for platform behavior) seem to work, but if you add an extra control like a Fire button or something, it plain doesn't work if you try to detect it. It'll only react to the originally set key.

    I made an example of this: http://monochrome.yudia.net/files/Custo ... Broken.cap (using Construct 0.99.91)

    Move around with the arrows. By pressing control, the orange box spawns a green box. Click on the text and press a key to remap the control for spawning the green boxes. You'll notice that no matter what you set, keyboard, mouse, or 360 controller, Control is still the only key that works.

    Am I missing something or is this an issue caused by the newer versions of Construct? I know this plugin hasn't been updated in a new months, but as the only way to get custom controls into a game it's concerning if it doesn't work. Hopefully I'm just making a silly mistake. (Also I hope it's okay to ask about third-party plugins here, but I didn't want to bump the thread for it)

  • I'm trying to put together a large scale project, so we'll see how that goes. If Construct can't hold up, it'll at least help the developers fix problems for future large projects...

    It's holding up well so far, although loading and saving times are longer. But it doesn't feel particularly more unstable than with a smaller project-- just a bit slower.

    I'd recommend keeping a lot of backups, though, since it is, of course, beta software.

  • I don't mind at all-- thank you very much!

  • Yeah the bad new's is the 3D box plug-in will end up malfunction with new releases, I'm not sure but is the 3D box plug-in gonna be removed in the future? or is Ashley working on it or will work on it when Construct 2 comes into development?

    I read somewhere that the 3D box plug-in is obsolete and somewhat not supported, it's just to test out the limited 3D power of Construct.

    Well, that's unnerving...

    I never heard that it would be removed, and in fact it hasn't been neglected as it started rendering properly again in 0.99.84. I thought it might not be updated, but won't be removed for compatibility. Since C2 is a complete rewrite, though, I can see it being removed then.

    When it wasn't rendering, I did try re-doing the effect with mesh distortion, but the objects would disappear before they scrolled off screen so the effect was very incomplete, choppy looking, and completely un-presentable.

  • Wow, very positive reaction so far.

    Bad screenshots but great game, in other words it's a "don't judge a book by it's cover" game

    Hm, is it just that I took crappy screenshots or is it just something that can't be done justice by still pictures?

    I would like to know how did you do the backgrounds in the game, did you use some mode7 code or something? or just layers? in the first stage the roof of the background scrolling looked very cool and I would to know how is that done.

    The "3D" effect is done using 3D Box objects. (Which explains why I freak out every time the 3D Box breaks in a new build of Construct )

    btw did you compose the soundtrack/music for Splynch or you hired someone to do them for you? same goes for your previous game on your website.

    I didn't, unfortunately. My friend and I had to get this beta out early because we're getting an article in our high school's newspaper, so we borrowed some music from freely-available tracked music sites. We refuse to make any more releases with this music, since it is rather immoral (and because if this game is good enough when it's finished we want to maybe go shareware, and then it's a REALLY bad idea to use this music) I do write music on the side and will write a soundtrack.

    As for the previous game, COIN, that was for a TIGSource contest where you used only other peoples' resources, so I didn't there either (although that was the point then)

    Also you use costume movement for the playable character?

    Nope, that's the stock Platform behavior. I'm actually quite amazed how well it works.

    Last question, will the full game be free or you will end up making it shareware?

    As I said above, if it turns out good enough (have a feeling it will) we want to do so. If so, it will be pretty affordably priced-- well worth the small cost. As penniless high school students, such an idea is awfully attractive.

  • This is a project a friend and I have been working on since before we even found Construct, although we moved it over quickly after discovering it. Anyhow, after more than a year of slow work, we decided it was time for a public release. And here it is!

    Splynch is a platform game. You run around and shoot enemies, while grabbing candy corn (work like coins) and power-ups. You can stack power-ups together to increase your power, for instance combining a "big" laser (3x damage) with a "wide shot" laser to create a wide, powerful beam. Its graphical style is a sort of hybrid between old and new, pixels and Construct effects.

    The basic story is that Splynch is the product of an abusive media company, and a smaller team takes pity on him and decides to break him out of the evil company's headquarters. A longer plot summary can be found on the website.

    <img src="http://monochrome.yudia.net/splynch/sitescreen8.png">

    <img src="http://monochrome.yudia.net/splynch/sitescreen5.png">

    <img src="http://monochrome.yudia.net/splynch/sitescreen6.png">

    <img src="http://monochrome.yudia.net/splynch/sitescreen7.png">

    Give it a try! Download it here. (11.4 MB zip archive)

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  • Has anyone noticed that the platform attribute isn't reliable any more?

    I've just observed that platform behavior objects tend to just fall through objects marked as platforms now. Sometimes they WILL stand on it, but then most of the time they fall straight through.

  • Except that I'm not using transitions at this point. I basically have a Box object that is solid white, and it is invisible until the boss dies, at which point its opacity increases until it's completely solid and filling the screen. At that point, I destroy the boss objects, the box object fades back out, and the level complete sequence initiates. This all happens within one layout.

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Mr. Ksoft

Member since 3 Jan, 2009

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