MrMiller's Recent Forum Activity

  • Thanks guys!

  • I would gladly pay, but tying things to a yearly/bi-yearly deal is always a gamble, because should the project end at some point (and it can happen to any project), the end user is left having paid for something he can no longer get the agreed upon updates for.

    Here is my thought:

    Construct 2 Free - Fully functional but with splash screens and no exporters can be used except for .exe's, no special plug-ins, no updates. Barebones.

    Construct 2 Silver - Fully functional, no splash screens. Only .exe's can be exported, only a few essential special plug-ins, updates must be paid for.

    Construct 2 Gold Pro - Fully functional, no splash screens, .exe exporter, more essential plug-ins, choice of one major exporter (xna, iphone, etc.), all updates included for the life of the product.

    Construct 2 Platinum Pro - Fully functional, no splash screens, all plug-ins, all exporters, all updates for the life of the product.

    Construct 2 Custom - Customization is big, and this one would allow us to customize exactly what we want thus determining the final price the we would pay. The minimum would be above Silver, but lower than Gold Pro and Platinum Pro, and as we add things one-by-one we would be able to see the price climb in real-time.

    Notice I used the words "life of the product". In order to move developers forward into the future and be able to offer totally new versions of Construct to justify a new purchase, you'd at some point end production and updating on Construct 2 Free, Silver, Gold, and Platinum, and begin a new cycle with Construct 3 Free, Silver, Gold and Platinum... and then 4 and 5 and so on, much in the same way that console dev kits are handled from one generation to the next (i.e. development of new tools and updates on those kits cease, and developers have to pay to move over to the new kit).

  • Thanks, Toralord. I tried that and what's strange is that it won't zoom over time, it just jerks in and out when I hold down a key or controller command, or the sprite just disappears. I also tried using Time Delta to make it increase and decrease in size over time based on a key/controller button being held down, but it still didn't work.

  • I've tried to do this with layers, but I could never get the camera to zoom in on just the one thing, it always zooms on th whole screen.

    P.S. Anticipating that someone may suggest using the Camera plugin, I have to say that I've never been able to install a plugin in Construct. I download it, I place it in the folder, but when I try to run it crashes or simply doesn't acknowledge the plug-ins existence.

  • Sad to see Construct 2 moving away from executables to more of a web focus.

    Has that been confirmed? I haven't kept up on everything going on with it, but if that's true that's a program killer. I can see it in addition to exe's, but web-only? I'd hate to have to switch back to MMF2, because, well, MMF2's event system sucks, but web-only would make me go bye-bye. I'd gladly pay for it if it's an advanced continuation of the original Construct but I don't know about the web-based thing. The whole concept with the original is just too good to throw away and go into a different direction now.

  • Partial file saves for collaboration has my mouth watering... niiiiiice.

    Strange though, I can't seem to get a sprite into the layout. I'm crossing my fingers that the image editor won't be stripped down when the final comes out someday.

  • I'm all for improving things. I'd kill for Construct to load animations into the animation sequencer faster, and for layouts to load faster in "run layout" because that's been a nagging thing for me, but certainly not a program killer.

    Above all though, hoping that the event system in C2 and the basic operations of creating the Construct way remains the same with only necessary improvements, because I find Construct's current system to be the most straight-forward and in my opinion the best event-based system available. So in other words; I'm hoping they can fix what's broken, but don't fix what ain'tbroken

  • Before I start, I want to express a couple of things. I love when tutorials are posted, but I find the following things make them difficult to follow:

    *Some tutorialsI find are trying to be witty, whimsical, etc. It's just annoying to me. I tend to look at Construct and the way it flows as a series of steps, and I also happen to learn from tutorials better when I have steps clearly written out.

    *.Cap files are always great.

    *Using pictures of the actual events instead of typing out the text. I have be honest, when people post the text of the events, sometimes I get it sometimes I don't. But the picture of the actual event is way more effective, 100% effective in fact.

    *Explanations of why something is used helps us understand when to use it, and many of the tutorials I find are lacking those explanations. I'd suggest tutorials be treated more like you're talking to first-time user because in reality many people may be just that.

    What I'd like to see tutorials of

    -Hash tables - How to use them, why you'd use them, and when to use them.

    -Array - How to use it, why you'd use it, and when to use it.

    -Image Manipulator - How to use it, why you'd use it, and when to use it

    -Creating different types of menus with Global variables

    -Creating a save and load system

    -AI - and how you do it in Construct

    -Packing your games music and sounds files for the .exe

  • Don't cut my head off, but I think I should bring this to attention: A TFT LCD with more than 5ms may also give this impression of a blurriness while in motion. But well, then you would have noticed this already in games you play.

    Cut your head off? No, I'm a nice guy

    Yeah, I think you're right. As far as I know, my monitor is 5ms and is a TFT, and I did notice blur while playing XBOX 360 games, but it's been so long since I used it for that I guess I forgot about it.

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  • I had an issue with sprites bluring at runtime (and text not being aliased), but when I changed to a proper display resolution it was all crisp and working as it should. If you're having issues only when sprites move, maybe try changing to point sampling, or make sure the sprites are always with integer positions?

    Thanks alspal. I tried what you told me, but now I think the problem may be what Tulamide is talking about. I'll explain in the following post.

  • I have an issue with sprites that move in any direction. For example, say I have a sprite of a sequence of animations of a guy running in-place; in that situation the sprite doesn't blur.

    But when I make that same sprite move across the screen in any direction, it seems to have a slightly blurry look as it moves.

    Do you think this is a similar issue to what kirby posted?

  • I ran into bugs with this one on a project I finished during the summer time. Everything was fine with the .cap, but with the .exe things changed; some sounds and music played in the .exe but some didn't, even though the paths were right.

    I hope for 1.0 this will be like MMF and embed in the file.

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MrMiller

Member since 4 May, 2010

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