LavaWave's Recent Forum Activity

  • I did and it did crash on me on certain occasions, and I believe it's not only DravenX that said it crashes with big full games, please don't take my comment above as a matter to hurt Construct 1, I don't but my games I am creating are not prototypes or small games, now I've seen small incomplete games with it with impressive details and so on and atleast one person managed to do a full game with it (the guy who created phenominom 32) but it crashed on him alot in the end, I will use C2 when it will be complete enough to have actions, events and usability to make a full game.

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  • Is all this happening with C1 .97?

    I Guess I'm gonna have to use another game maker for my projects in the meantime my games I want to create are big, full games with a load of maps/levels not some small games, seeing as C1 is just bad when it comes to big games, so I think I'l wait until C2 have enough resources, events and actions til you can make a full game then.

  • Set ignoring input is good for enemies and cutscenes which you have the player do an action like going somewhere without pressing any keys, while activated disables the events of that character completely.

  • Yeah, MMF2 platformer behavior sucked, they have no collision box so you had to make your own events for it or using the alternative platformer object that is a downloadable plug-in, Construct's behaviors are much better coded, I have no problem myself with games using behavior as long as the games are fun to play ^^ but as posted here it's quite sad to see people downrate your game because you used a built-in object, something which game maker guys are famed for, I saw some good/decent gm games that are done with care yet to be downrated by a guy who decompiled their game and checks them out to see if it's code or DnD, which is discouraging to say the least.

    [quote:1qmpsyrd]I would argue that money has already brought a lot of programmers who aren't serious about game development into the field. Have you seen how many soulless games there are on the web? It's the result of people saying, "I can program, games make money, I'll make a game."

    Programming has been a barrier of entry to game development but being a great programmer doesn't make you a great game designer. There are a lot of artists out there who have great game design ideas, and now they can take a stab at it. People won't be able to get away with making lazy, bad games and those games shouldn't be a threat to anyone who has confidence in their own abilities.

    Spoken by Tom Fulp from Newgrounds and I agree with him, this is from the TGF2NE forum on their bbs.

  • Yeah, behaviors are good to save time and I do plan to change them/play around with them to make, that's why I tend to use behaviors, atleast the platform behavior feels more flexible then game makers platform tutorial imo but the again gml pro's tend to make their own engine most of the time as gm doesn't use behaviors and they have alot of time on their hands as well, in my game I do tend to add atleast skidding/dashing tough, even tough I haven't used Construct much I will learn how to add it eventually, I couldn't use Construct because I have school work to do and it's difficult to work on games when you have essays to write/complete.

  • Oh sorry >_< I read it wrong, it's 9:07 PM late here in Malta, couldn't concentrate, glad to know C2 will be portable.

  • I was under the impression most people use the behaviours, even for full games - if that's not the case, I'd be interested to learn why.

    Well coming from a guy who seen game maker games source codes and so on, most pro game developers (whether game maker, Construct and presumably clickteam game developmet tools(tgf2/mmf2)) I saw games in game maker that use their own code, different from the standard tutorial platformer as they make their own engine platformer, some similar to another platformer engine in features like basic movement, jumping, jumping over platforms and so on, so I thought if Construct users do the same method while the platform movement has essentially everything from jump over platform and such features, now if you're working on an advanced platform game with physics of being pushed around by explosion blasts or so on I see the use of custom movement, imo the platform behavior is just fine as it is, there are some bugs I noticed with it. (some frames don't work like the character keeps changing between jumping or standing when colliding with the floor and this was in 0.99.96, idk if it is fixed in .97)

    Other then that, behaviors are useful to save you time and their properties like speed, jump height and such make it possible to make platformer games differ from each other imo.

    DravenX: Indeed, but double jumping shouldn't be too hard to implement by using platform behavior and variables or w/e it's called in Construct and no, using custom movement is different then GM scripting stuff, python feels like GML, custom movement is merely using event's.

  • On the second answer, last time I tried that it said it is incorrectly installed, however I used an old version, I don't know about .97 as I haven't tested.

    or if you're asking to copy the installer then I believe I tried that but on other computers with administrative priorities, but I think there isn't much to do for computers that disallow installers, either it installs or it would say it's incorrectly installed if I simply copy the Construct folder with all files in, I still wonder if it's possible to make it portable like many apps in this site

    http://portableapps.com/

    However I read that C1 cannot do that due to DirectX so I guess it cannot be ported to computers with administrative priviliges, not that I care tough, atleast I can port it/download the installer in my laptop and it works just fine (tough not as fast as on PC but it works)

  • I have 2 questions

    Does C2 need as much power or more as C1 to run? this is not a problem for my PC but I have a laptop and it can't run powerful software that demand high requirements.

    and second will C2 be portable (again for laptop, also I believe I asked this question somewhere but I lost it and it was a very long time ago as well, so plans may have changed)

    Just to clarify, I am aware most of the features (even portability) is not a priority for the alpha version of C2 but I wonder if it's a planned feature for a stable version of C2.

  • Just an annoying thing that got me thinking, how many games of Construct are done using a behavior, this be platform, top-down or whatever that's built-in, do most prefer to use the event systems to make a full game as using for example the platform behavior makes your game boring and unproffesional? (sp?) (This game could have fun gameplay even tough it uses built-in behaviors)

    This got me thinking, if so is it better to learn and use custom movement? even for making a classic mario-alike game with guns/shooting and so on? like Turrican or megaman gameplay to be sincere?

    or using the custom movement system is better off for advanced movements? like jetpack games or Bionic Commando like games (BC uses a grappling hook to go to other platforms)

    and how I read somewhere the platform behavior (idk about top-down or other behaviors) that it is fairly flexible, I don't know how much tough, also are the behaviors going to be included C2 or do we have to code/event our own behaviors the hard way somewhat similar to in game maker (tough I didn't find coding movements in GM quite hard but I still don't know how to use GM to full capacity yet, despite I have made 4 or 5 games with it, all are platforms and use the same engine/movement)

    And one last note, is it safe to use 0.99.97? (I am using this version and am planning to make a full fledged platformer shooter, amongst other games maybe) for those who are using it how stable it is to make a full fledged game on Construct yet? seeing as this version might be the last release of C1.

  • I also liked the idea about the free version not supporting shaders.

    I'd disagree with that, whether free or not should still support shaders, the demo version is meant to impress the user no? why giving them a limited version that does not support shaders? shaders and high quality graphics are the main things that make Construct what it is, the demo should have limits but not disabling OpenGL shaders completely, maybe it should not allow you to export games as standalone (as in .exe, html5 and so on) and you're limited to save it as a source code in the demo with a forced nag screen somehow but I dislike the idea to not support shaders in the demo sorry.

  • So there are sound effects in this game? I thought it's because Construct 2 does not have audio implemented in it yet, I couldn't hear any noises using Chrome.

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LavaWave

Member since 27 Nov, 2009

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