MrMiller's Recent Forum Activity

  • This one: Physics explosion + impact By dcrew NEW

    ... is for Construct 2 and shouldn't be on the list.

  • Um... I've made tons of .exe files, and never had that happen when the layout object was created. o_O

    But let me ask you this: how many layouts did your projects have? And, were they full games? I've noticed that if you make a small .cap and export it (like two layouts with little or no graphics and few or zero events), the layout object works fine, but if you start adding a lot of stuff the layout object tends to break.

    I ask because all of mine had at least 6 layouts and a few were full games. I even had one where I asked for help on how to fix it and our best and brightest told me the object is broken and was going to require a fix that wasn't in the plans for further development.

    Any chance you have a file showing how you're using the object? If you're doing something to avoid the break it would be really beneficial for everybody who's had a problem to see it.

  • Unless the layout object has been fixed since 1.2 (and I'm not aware that it has) it's still broken, and it will break your game when you make an .exe. It always works fine in the .cap, but it breaks when you export your game.

    I love the layout object and I wish something could've been done about it because it has so many great uses, but those are the breaks.

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  • I'd be more interested in an NSFW plugin...

  • MrMiller: With the manual, the tutorials, the very forums and the number of Scirra's blog articles about C2, the examples shipped with C2 in the folder "examples" and even the section "Example games" in the arcade which let's you often download a commented capx with the game; I don't believe it's a fair statement to say it is very little documentation in regards to a lot of other engines/coding language.

    I don't use C2, yet. I was meaning this in terms of Construct Classic, which AFAIK only has two commercial books, and one of them is not very comprehensive at all (the book by Hobby Press).

    I'm not really comparing the amount of documentation in Construct specifically vs. coding languages. I'm just saying that event-based programming dev kits in general have far less documentation as a factual statement, and with respect to the short amount of time that they've been around. In time, that will change, and obviously the devs of C2 understand the importance of having good documentation and I think that's great because it'll certainly cut down on the entry frustration that many users express, both programmer and non-programmer alike.

  • You're missing the magic in Construct.

    Nope, not at all. I'm well aware of the magic, which is why I've been here for years and switched over from other programs to use it almost exclusively for game development.

    You don't need a book or much a guide to teach you logic based eventing.

    I hate the term "eventing", it makes me cringe, lol. It's a term that I feel is used to try to separate this type of development from programming, even though it is still programming by definition, it's just a simplified method... but that's neither here nor there :)

    Anyway, if a person has a base of programming knowledge to draw from already, then they may not need a book. But even that's been proven to not always be the case since it's common for people who are language coders to still ask for lots of help with these programs (the forums between Construct, MMF2 and others are filled with it). Heck, I've coded in several languages myself (I'm pretty good at one of them) and still have had to get help with Construct over the years, because what I would normally do in VB or C# doesn't directly translate to the way it's done in Construct in terms of process and operation.

  • Construct 2 is still targeting a wider group of users.

    Those who don't know how to code BASIC.

    I don't think that's exactly a defined target as much as it's just a by-product of the type of system it is. The whole idea behind event-based development of this kind is to simplify arduous tasks that programming in a language present. When you look around the boards for these types of systems, you run into lots of people who code in various languages, but they prefer to make games with event-based systems because it's much quicker to do by comparison.

    That said, you find a lot of people give up on these types of systems often, even very skilled coders, because they find that what they did while programming in a language doesn't always work out with the same logic in this kind of system. These types of kits really are an acquired taste and they're not for everybody. After all, the very nature of it can't really even be considered as exact a science yet as coding in one of the popular languages would be. There are very few books if any (Construct has what, one? Two maybe?) very little documentation, and less history, and for the most part most of the communities in this realm make mostly tech demos as none of us are entirely sure yet just how far we can take these systems, even though making a full game is easily possible and has been done a number of times.

  • The only thing that peaks my interest with the Freedom Engine is the 3D engine, and depending on ease of entry (and of course stability), it could be dangerous with that feature alone. We'll see.

  • That sounds awesome, Lucid! Bummer about CC, though. However, by the time I get around to making the game I have in mind, C2 will probably have matured to the point where I may not be using CC anymore.

    Congrats again, and you're doing great with everything!

  • MrMiller - interesting you say that about MMF. I've never used it properly, but I've seen some reasonably complex stuff done with it. More power to the people working with it, I guess :)

    No doubt, MMF2 is a powerful system that has made some good commercial games. You just have to be willing to stomach that fossil-like event system. When I think of that event system, it almost makes me want to pull out a paper graph and some punch cards...

    The Scirra guys used to work with the Clickteam in some capacity in the past. In all honesty, Construct's event system is the modern evolutionary step that Clickteam never took with MMF and appears to refuse to even consider it which is a real shame.

  • I think their UI for snapping code blocks is probably a great, visual way to teach programming principles to people who have never even nested an HTML tag before. That said, I don't like the emphasis on tile usage in game construction and C2's workflow is definitely more streamlined (note: not a euphemism for 'simplistic').

    There are a few abstract reasons and many more tangible reasons behind my decision to go with C2. The core for me is that I think as the HTML5 platform matures, performance improves and support grows, Scirra customers are going to come out winners. That's why I got on board early.

    How about you guys and girls?

    I have zero interest in HTML 5 games at the moment. Never had any interest in Flash either, so I suppose that goes hand-in-hand. But Construct's system is superior in execution to the other systems. The whole visual building blocks systems I find in other programs is just too lame for me to even want to do anything with it. I find MMF's checkbox system to be a complete dinosaur that should've gone extinct a long time ago, and like you I refuse to learn GameMaker's scripting language because it has no utility outside of GameMaker.

  • Hey Lucid,

    I wasn't aware of this campaign. Congratulations on getting funded!

    I have a few questions:

    1. It's easy to animate a character who is walking or running left or right. But one of the things I've always had a problem doing with 2D animations, is convincingly animating walking and running when a characters back is turned to the camera the way the character is in the last 9 frames of the following animation:

    <img src="http://i218.photobucket.com/albums/cc308/kylock1/sam.png" border="0" />

    Or when the character is directly facing the camera like the first three frames show. I mean sure, if I don't care about the animations looking realistic I can do it, but I want them as real as possible.

    Does or will Spriter have a way to manipulate the limbs when a character is in those positions, and do it in a way that can look believable? I just saw the deformation tool in the KS video and I'm wondering if that's something that might directly address this?

    2. Is this compatible with Construct Classic?

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MrMiller

Member since 4 May, 2010

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