pinellos's Recent Forum Activity

  • Spine and Spriter have both their plugin and works fine with Construct 2... I think the only thing we can do is to wait for a Construct 3 plugin - a plugin that allow you to use the animations created with Spriter in Construct 3 has been released from Brashmonkey, but is still not definitive and you have to read a little tutorial to implement it in your game:

    i've read that Brashmonkey are at work with Spriter 2....

    Bye

  • Hi!

    Some update:

    • I've inserted a new character whit front, back and side movements and idle poses
    • zoomable areas: you can control the zoom of the the screen whit the mouse-wheel
    • dynamic scaling for prospective
    • animation for the door

    https://www.scirra.com/arcade/adventure ... dv01-27460

    I'm almost done whit the basic engine, now I've to write a detailed storyboard and the puzzles....

    stay tuned !

  • Hi Mikal!

    i know Tokio Dark, it's a really well-made project, a success and a great example of that you can obtain from C2... but personally i've don't liked it, i don't like the manga-style so much, and i feel the gameplay like an "expanded visual novel" more than a real, solid game experience. Have you played "Thimbleweed Park"? It's my idea of great game design: like the early monkey island (and the more-early maniac mansion and zakmcracken) game, the amount of interactive areas, objects and npcs, merged with a solid narrative structure, make the feel of freedom for the player, that make this games greats! And i think that this aspect is a little mess in games like TD (or the recent telltale games).

    Your game seem to have a lot of different choices in terms of game-mechanics, my advice is to take care about the calibration between them.

    PS: Thanks for the TIG tip! Seems great!

    PPS: my "engine" is a very little thing, about 30 events in total... i don't see any difficulties in making a point-and-click game with Construct, all the "complicated" things are already made (pathfinding, animation-swapping etc...) and you can build anything you want in terms of gameplay, advanced QTE, different control system like platform etc... (that is impossible whit some adventure-oriented game engines like Visionaire Studio or AGS)... maybe i can share my tech with a free tutorial in the future!

    Hello!

  • Hi Mikal! Thanks for the feedback! I'm just trying things, tweaking with the options, and try to have a system capable to manage all the parts of a point-and-click-based game (movements, dialogue-system, inventory, mechanics etc...)

    I'm working with the graphic to understand what is the most convenient way to do it: stylized artworks and cartoon-style design are less expensive in terms of time and work (i've some skills in drawing and art, but i'm NOT a visual artist tout-court and my experience with things like digital painting or post-processing is very basically), but this involve and affect the entire creative process, for example writing a subject that give some sense to a stylized-style art and graphic. All you can see in the demo is at a very early prototype stage, i have to define the UI, the general mood, and the displaying of the dialogues too. If you want to collaborate, i'm open to any creative input!

    PS: i've looked at your project. Rabbits are cool, i've loved "La collina dei Conigli" (the italian for Watership Down), the narrative concept is very interesting. But i've some doubts about the platform-view: in this way, i think, there are some difficulties to exploit the entire screen space if you don't find a way (and a pretest) to fill them with platform, stairs and similar things. I remember some classic narrative games like Another World, that make a great use of the side-scroll/platform type of view, but the mechanics are involved too with this (gun-shoots, barriers, character's run, jump etc, etc....).... Your work is great, technically very well done (animations, effects, mechanics integration...), i'm curious to see the next!

    Hello from italy!

  • Hi guys! I'm at work for a sort of point-and-click-adventure engine, with various features like: inventory, object-combination logic, walk-to-point-system with dynamic Z-order and full-degrees-per-animation control, dialogue system etc. etc...

    A little demo:

    https://www.scirra.com/arcade/adventure ... dv01-27084

    I'm searching for: graphics designer, animators, writers, and all want to collaborate!

    Ciao from italy!

  • Hi man, i've see yours demos, and i liked both versions, with moveTo behavior seems the action pretty smooth and fast, but you have to avoid the problem that if there is an obstacle between the player char and his destination, the player just stop at contact with a solid-object. The pathfind behavior - i think - is perfect for a point-and-click implementation, but you have to tweak a little bit with "rotate speed" (this is the primary cause of the lag when you click everywhere and the characters effectively starts moving, it is NOT calculating the path, just rotating in the direction of the player-click!). It's also important to configure the cell size properly, and set the acceleration and deceleration to high values to reach the immediate start of end of the movement (guybrush not have acceleration or deceleration in his walkcycle at all, for example). Take a look of my attempt, it's done with path find behavior:

    https://www.scirra.com/arcade/adventure ... dv01-26975

    Ciao!

  • thanks guys, my idea was to use construct to build the final distributable packets from the original html file (html format can be read everywhere from a simple browser, and this is ok for desktop users, NOT for mobile, specially smartphones). I've tried to do this using only phonegap and similar, and it work: i have built a 100% working apk and it's ok. To build a standalone ".exe" package i can use Node.js, etc. etc..., so the integration of twine in Construct make sense only in the point of view of kyatric, using XML to effectively doing a dialog between the twine story and construct: doing this, you can - for example - trig a construct event by clicking a /fake/html link in the twine story (if i have got it).

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  • Hi guys, i have a question about html code: is it possible to "embed" an html site inside a construct project? I'm actually working with Twine ( http://twinery.org/ ) that is a framework to crate textual adventures with an hypertextual structure. It's cool! Twine exports your projects in a single .html file that you can open with a internet browser, so my question is: is possible to use Construct to "packetize" a twine story (or any html file) to add some features to the story itself? (It would be awesome to have a construct plugin to ménage directly a twine story from construct!).

    Thanks!

  • it seems to work, but i can't see the scml object until the layout is prewied, in the editor it's showed like a blank sqare (but i think it's ok because the plugin is drawing himself the animations at runtime)..... Only a bug i've found, set "on" the "Show Collision Polygon" option in the layout proprieties after you have inserted your scml object, cause C3 crash.... :

    Error report information

    Type: unhandled exception

    File: https://editor.construct.net/r69-2/main.js, line 63, col 422437

    Message: Uncaught Error: missing collision poly source

    Stack: Error: missing collision poly source at ǃG.ǃvQL.ǃTQB (https://editor.construct.net/r69-2/main.js:63:422443) at ǃG.ǃvQL.ǃTEf (https://editor.construct.net/r69-2/main.js:63:422526) at o.ǃTEf (https://editor.construct.net/r69-2/main.js:63:222555) at v.ǃCw (https://editor.construct.net/r69-2/main.js:63:261574) at v.ǃCw (https://editor.construct.net/r69-2/main.js:63:246437) at window.ǃsv.ǃxe (https://editor.construct.net/r69-2/comp ... .js:1:7141) at ǃxw (https://editor.construct.net/r69-2/comp ... .js:1:1794)

    Construct 3 version: r69.2

    URL: https://editor.construct.net/index.html

    Date: Sun Nov 26 2017 12:48:56 GMT+0100 (ora solare Europa occidentale)

    Uptime: 393.5 s

    Platform information

    Browser: Chrome

    Browser version: 62.0.3202.94

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/62.0.3202.94 Safari/537.36

    C3 release: r69.2

    Language setting: en-US

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Supports GPU profiling: no

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics 5500 Direct3D9Ex vs_3_0 ps_3_0)

    Major performance caveat: no

    Maximum texture size: 8192

    Point size range: 1 to 256

    Extensions: ANGLE_instanced_arrays, EXT_blend_minmax, EXT_frag_depth, EXT_shader_texture_lod, EXT_texture_filter_anisotropic, WEBKIT_EXT_texture_filter_anisotropic, OES_element_index_uint, OES_standard_derivatives, OES_texture_float, OES_texture_float_linear, OES_texture_half_float, OES_texture_half_float_linear, OES_vertex_array_object, WEBGL_compressed_texture_s3tc, WEBKIT_WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_depth_texture, WEBKIT_WEBGL_depth_texture, WEBGL_lose_context, WEBKIT_WEBGL_lose_context

  • nothing about this issue in the .66 release.... Ashley can you update us on the issue please?

  • I also tried Cocoon which successfully compiled my C2 game and produced a smooth debug APK. Cocoon did not complete any builds of my C3 game at all, always saying that it couldn't read the config.xml file

    i've followed this guide and i've successfully obtained a debug-apk and an unsigned-apk from a native C3 project, but still with bad performance on ANY cellphone i've tried. Take a look: https://shatter-box.com/knowledgebase/b ... es-cocoon/

  • i've tried also to compile the apk with cocoon.io service and phonegap and the result is the same as the direct C3 export option..... Any idea to build an usable apk? At the moment i'm stuck with this problem, Intel XDK has stopped the build service but i suppose that in every case the problem is in the cordova update that Ashley is talking about on some post in the forum.... is there anyone that have a workaround to this issue? Thanks and sorry for may bad inglish.

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pinellos

Member since 26 Jun, 2016

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