DeusEx's Recent Forum Activity

  • Really Cool. Потрясающе!

  • May I ask:

    • did you make any special changes/export for Steam distribution?
    • is it "pure" Construct-2 or you use any additional JavaScript plugins?

    -Is any articles/developer blogs exist (Eng/Ru)?

    Thanks! Buy it today on Steam.

  • @anthonykojima, thank you soo much for your help and attention.

    I will be very appreciate if you with share capx example with me for my better understanding. Of course I will be wait as long as it will be needed. Thanks you one more time!

    p.s. One more thiung: how are you place text from array on dialog sprite? (I mean how you organise events to thow dialog box/bubble with needed coordinates and etc)

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  • yeah I think youve missed the point of the system I explained.

    Yes, my apologies, look like I don't understund your explanation. <img src="smileys/smiley6.gif" border="0" align="middle" />

    May I ask you give me an example? (by text or in capx)

  • aridale thanks for help, but even for 100+ dialogs it's huge ammount of events (or am I wrong?).

    May be it's possible to implement standart dialog system in Construct-2 (I don't see TO DO theme anymore on forum, sorry), or may be someone can make such type of plugin? If it matter of money and someone ready to do it (include Scirra Developers) - please calculate needed sum and I will try to collect it (or tell it's doen't possible in a few days)

    Dialogs it's vital part of many games, it's not a question "does it possible to make by using events...", yes, it's possible, but "It will be much more simple if..."

    As I see it, we need something like DialogBox class (behaviour)

    with properties like:

    • start/end (x1,y1, x2, y2) dialog window coordinates
    • background/borders color (or png) as variables
    • link to PNG with character logo/portrait (who's talk this) in properties

    As result we can easily do something like:

    On collision with > Player > Spawn DialogBox with Coordinates(...), TextMessage("...")

    Additionally we can add ability to place text to DialogBox from Arrays (2d and 3d). It will be also useful if someone can implement additional type of dialog box: there we can choose answer.

    Does it possible? If "yes" how much it can cost?

    p.s. Sorry for my poor English, it's not my native language, but I try to explaine as best as I can.

  • Hello, I try to transfer my C# text-based game on Construct-2 and have one question. Main part of my hame is dialogs with choices.

    Of course I can place all my (5000+) dialogs in array and every time create dialog box sprite for each new speach, but may be someone know useful plugin or method how I can do the same thing more simple and elegant?

    (like call "dialog" method from plugin with arguments like "text", backgroud color, position on screen or link to another object, etc)

    Thanks!

  • Yeah i hope one day C2 will have scripting support in-editor :D

    I hope it will never happened.

    If someone need to write more code - please, use C#+XNA, or use Unity 3D with scripting. <img src="smileys/smiley9.gif" border="0" align="middle" />

    Even people who use UDK, Unity3D and so on try to use Kismet or State mashines (like Antares for Unity3D).

  • If it's not a secret: how are you make dialog system? Thanks

  • Hello! First of all sorry for my English language skills <img src="smileys/smiley9.gif" border="0" align="middle">

    I am start make comp games lond time ago when I was a kid. It was on ZXSpectrum-48 and old IBM System's, by using Basic and Assembler. After this I work as DataBases programmer on FoxPro, Access and LotusNotes/Domino. After this I am move from coding to sales/marketing department in IT-industry. I was help to my friends to sale games they created (as independent developers) but I was still have an idea to make my own games. In my free time I learn C# and make some text-based MUDs. Previously I was looking in Unity3D side (because of my C# knowledges), but thinking realistically, I realized that I can not do anything good in 3D - it requires good skills in modeling and takes much longer time to do something look not very bad. At the same time, 99% of my ideas fit perfectly in 2D format. So I decide to make game prototypes on Construct and code it on C#+XNA Framework.

    But after I see Arima's http://www.scirra.com/users/arima game loot-pursuit.com I was shoked. It is amasing project! After some questions on forum and Arima's PMs I decide make Scirra Constructor as my main game dev tool and now I will try to make a whole game on it from A to Z. I buy personal licence and very happy with my choi?e (look like it takes 10 times less time and stress, than if I did the same work via C#+XNA).

    I am still a bit worry about performance for big projects but I hope all will be fine.

  • How I can copy several events from one project to another?

    I see how I can copy whote event sheet (in "Projects" window).

    I try but was unable to copy/paste events one by one.

    How I can do this?

    Code (events in our situstion) reuse is a vital need for big projects or series of projects.

  • Here's a question for you - what is your criteria for powerful enough? What is it you want to make?

    Right now we are working on 2D single player RPG, based on platformer-like scrolling style.

    Game centered on quests with (we hope) a lot of humor storyline (we already have all text in out C# text based version of this game) and turn based battle system close but not equal to FinalFantasy/Heroes1-2-3.

    Main character has up to 3 follofers with personal inventory/stats.

    This is not commercial project, but we want to make it polished and run without lags on desktops/netbooks.

    If all this can run stable with 50-60 FPS at 1024*768 resolution - it will be perfect, because SC-2 can help to develop this project really rapid, versus coding in C#. The difference will be in many months of human-hours. In same time I don't need .EXE as requirement. If SC-2 will allow to us receive same results with WebGL in HTML-5 - it will be great. I write about Exe/DirectX exporter because it's standart of performance.

    One more point why I have doubts:

    please look on "Trashoid Attack" (http://www.scirra.com/arcade/addicting-action-games/76/trashoid-attack) - brilliant game, imho, but it have max 37-42 FPS even in webgl mode in Chrome.

    You could simply make a quick graphical prototype to test it - simply throw in the assets of the most intensive scene your game will have and a text object showing the fps to see how it runs.

    Yes, I will definitely do it. But this topic was an attempt to listen developers who are already have their own personal experience with complex projects on SC-2.

    Thank to all who help me with this question, especially to Arima. <img src="smileys/smiley9.gif" border="0" align="middle">   

    p.s. If someone can add any info on this topic, please do it.

    p.s.s Here is a good article about JavaScript/HTML-5 port of "Cut the Rope" http://www.cuttherope.ie/dev/ and performance questions. May be it will be interesting for someone.

  • Rilem, NotionGames, sorry but please let me explaine clearly:

    this it's not a topic "Construct-2 vs Classic". Classis is good software, but his evolution and development practically come to end. End of story.

    The question is:

    Is it reasonable to continue using SC-2 only as prototyping tool and build release games by using standart programm languages and tools (C#/XNA Framework, etc.)

    OR

    give to SC-2 a chance and hope his performance will be good enough to release projects with peformance nearly the same to Classic's C++/DirectX renderer

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DeusEx

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