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  • That's what it's for though... how come it's not terribly useful for that? Does it not line up with the runtime?

    I realize that that is what it is for, the thing is you don't really have a frame of reference when you activate that feature (unless I'm really missing something). Essentially, it's difficult to tell if it's lining up with the runtime properly or not.

    A way to 'fix' it would be to have a viewport mode of sorts, that gives you a rectangle (depending on your games dimensions of course) and make it so that what is in that rectangle is what you would see during runtime.

    I don't think any browsers currently support controllers, but I believe it's being worked on in the HTML5 spec.

    Let's just cross our fingers and hope then ^^

  • I've been thinking about features for C2 and I figured I'd make a thread about it.

    Tile-specific positioning system.

    I brought this idea up for discussion earlier in a thread. Would a positioning system for tiles have any merit? I'm thinking rows and columns a la Excel. I think, if done right, it could help those making games based on grids a great deal (including platform games using bitwise terrain), since you could find a specific tile instead of jumping through hoops with the standard X, Y system. But I'm wondering if it's a worthwile idea.

    Better parallax control.

    After I finished writing a bit about parallax controls I checked (just to be sure) and saw that C2 does in fact allow you to show the parallax in editor-time. It's nice, but it's not terribly usefull when you want to place a parallax element to appear at a specific place.

    Being able to change scroll rate during runtime would probably be a good idea.

    Controller support in browsers.

    We don't have controller support yet, but I think it's pretty fair to say that we'll get to that eventually. However, what is the likelyhood of controller support for browsers?

    From what I can gather browsers tend to not support things other than mouse and keyboard, seemingly for security reasons. I'm no expert so I'm wondering, is controller support for browser based games a no-go, or is it possible?

    I personally have no problems using joy2key, xpadder or similar apps to get controller support for games, but as a developer I'd be insane to assume that a consumer would go to that length to play my game with a controller.

  • To be on the safe side you could add both audiere and xaudio to your game and give the player an option to change which audio plugin is used. Would require a bit of finagling to do, but probably worth it if you want to cover all possibilities.

  • I have voted for families, but I have no idea what it is *gg* I hope that is a group function.

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Families

  • Voted families again. ^^

  • I want to throw this out for discussion.

    Would there be any point at all in adding a tile-specific positioning system? Think rows and columns in excel sheets.

    Edit: Tiled might be a good editor (I dunno, haven't used it) but tailoring C2 features towards it specifically would be a really bad move. What if Tiled stops being worked on?

    Allowing C2 to read XML files and generate terrain based on that would suffice, no need for specific Tiled features I'd say.

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  • That's a pretty good puppet.

    I agree with Kyatric, a series of videos with this guy explaining C2 a bit more indepth could be a good marketing tool, and of course fun. ^^

  • I voted families. Tilemap was a close second though.

    I thought about voting on function object, but I haven't used it in CC enough to really need it asap. But I thought of something I thought I'd suggest. When the function object is included I think it could just be baked into the system object, kind of like how loops are.

    Another suggestion. I think that it'd be a good idea for when you eventually get to tilemap support, that before you start working on it write here on the forums what you're intending to do and collect some feedback on it. As I imagine people will be expecting different things about how it would/should work.

  • A friend of mine has both an iPad and an iPhone (I've also converted him to Construct ^^). I've poked at the iPad a bit and it's pretty nice to use (sooo much better having one of those instead of a bulky laptop when dm'ing!). I'll eventually get an Android tablet though. It seems to suit my needs better.

  • I see no reason to change the name. All that would do is create 'further' confusion to new users.

    #1 is already doable. Just specify some other key (or whatever you want) instead of shift when making the jumping event.

  • The licenses are pretty clear, I don't see why there would be a difference when making a [genre] game than from any other [genre] game. If you make over a certain amount of money ($5000) with the standard license you'll have to pay for a business license.

    I have seen this situation numerous times. If you are new to developing games and young, I'm not sure you are but it seems that way to me, then making an MMO would be as Phobos said "insanely difficult". Not exactly impossible, but improbable at the very least.

    An MMO is an incredibly intricate thing to make, on top of actually building the client you'll need to maintain a server (getting C2 to speak to the server is only a small part of the battle there).

    I suggest starting small. Make test games with game mechanics similar to what you would like in your MMO. Then gradually work upwards, trying to get two people to connect to the same game, then three, then four etc. If you try to do it gradually you'll have more experience to take from when trying to do the "real thing" than if you just ran into it headfirst.

    This isn't aimed at Construct but I'd say it's a good read.

    devmaster.net/articles/building-mmorpg

    Also, for future reference, writing in all-caps does not really help you get people to read your posts. Probably the opposite.

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