thomasmahler's Recent Forum Activity

  • 4.I think way too many people underestimate it's power and pass it off as a cheap mmf/gamemaker clone.

    The only reason that happens is because we haven't seen a big success story for a game being created using Construct yet - Once that'll happen and the creator won't be an ass by making everyone believe he did all the programming work, Construct will get the attention it deserves, cause then everyone will want a slice of the cake.

    I think the only big thing that's holding Construct back at this point is that there is no online capability. People will create single player experiences we haven't seen yet using Construct, but there's a whole lot you could do if Construct would make it easy to do online multiplayer.

    So far, everyone I've shown Construct to has fallen in love with it pretty quickly. It's the perfect tool for prototyping games. Looking forward, I'd love to see the same thing powering a 3d engine.

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  • Yeah it is.

  • This is really cool, if you're okay with it I'll use it in my game

  • Basic Online TCP/IP functionality would be awesome, indeed. I'm sure we'd see tons of small competitive and cooperative side scrollers and stuff popping up.

    Right now, if you're creating a multiplayer game you're pretty much forced to keep things to one screen, which is incredibly limiting. Can't wait to see what you guys have in mind for online gaming.

  • Hire an artist. That's one thing you could do, that's what Jonathan Blow did for Braid, too.

    Other than that, that style that the Samorost guys used for the Samorost games was mostly based on photographs and relatively simple photoshop editing.

    It always helps to know a bit about colors and lighting, though.

    Another thing you could do for high res art that'll have a consistent look is to create the art in 3d and render everything out as 2d sprites. You'd still be able to use filters and stuff in the comp to make it look a bit more hand-drawn.

  • Oh, this sounds awesome, I'll give it a try tomorrow!

  • Haven't tried your custom controls thing yet, Lucid.

    The idea is just that we should be able to easily control characters in cutscenes - if I just use X Velocity, the player moves, but the animations will be off, cause the velocity and the animation loop doesn't sync properly - or I'll have to precisely time it, which breaks in cases where a cutscene starts and the player could stand anywhere on the screen, but now has to go to X.

    That's the whole issue. It'd have to be like a script, remote controlling the players movement.

    If Cutscene 01 is '1', simulate player move to X.

    Which means that the player would move to X and the exact settings that I set-up in the platform behavior would still apply. Doing it over X Velocity won't ever work in those cases.

  • Don't wanna hijack this thread but it'd also be great to have:

    1) Simulate events.

    If global('Cutscene01') is on, Player walks to X, Y, etc.

    If Cutscene 01 is on and player is at X, Y, play animation blabla.

    It'd be freaking great being able to simulate the platform behavior for Cutscenes.

  • Awesome - I was waiting for that, thanks!

  • I think you're pretty much full of it.

    I know a lot of artists in the industry that never would have had to chance to work on their own game, being their own art directors if it wouldn't have been for Construct. Construct already is an amazing tool for indie development.

    Of course the app isn't perfect. All this stuff, this whole experience of being able to create content without having to invest years of your life learning a complex programming language is still very new and people will have to find out how to properly approach this.

    I think the best way to contribute to Construct is to use the app, create great games, report bugs, give feedback and donate. Once we see great commercial games pop up things will pretty much explode.

  • Awesome, thanks Lucid!

  • I'm trying to figure this out...

    • [CHANGE] Controls are between 0 - 1 to allow for analogue controls

    I don't quite get it - where can I actually set this up? I think David once told me how it works, but it was a bit more complicated and I forgot it.

    Basically, this should probably be implemented in a better way. Like, right now when you're setting up a 'control is down' action, there are 2 options: One for the control, one for the player number. Wouldn't it make sense to just put an 'Analogue Threshold' as a third option up there?

    Practical example would be:

    "Move Right"

    Player 1

    Analogue .5

    = Walk

    "Move Right"

    Player 1

    Analogue 1.0

    = Run

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thomasmahler

Member since 28 Jan, 2009

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