ErekT's Recent Forum Activity

  • Thanks for the post, very illuminating.

    I've been considering alternatives myself like Godot because of console support, apparently there are exporters for it available for licensed developers. But Godot 3 is still a few months away and Unity with its mixture of scripts and drag-n-drop component whatever is just too damned convoluted for me, so I'll stick with C2 for the time being at least. Doesn't seem likely, but if C3 turned out to have something like the Chowdren exporter that would be absolutely grand!

  • What exactly are people after here? I'm not going to start writing a feature until I have a clear answer that makes sense about what people want and why.

    My understanding is Rayek, Eisenhans and maybe others are concerned about legal hassles with 3rd parties if their assets are exposed, and that even a modicum of protection would cover C2 users legally. Me, I'm not interested in encryption at all so you can disregard my earlier post.

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  • I'm more hyped about this than I was about Resi 7, it looks incredible

  • Tinimations, Jayjay, and all made or are making fairly large games in C2. You could always try and PM them, ask them what they think?

  • So, is this really what people want? Do you really think this will make a material difference to anything?

    If it's quick and simple to do I think it would be a good idea to add, if for nothing else than to put people's minds at ease.

    On a related note, I'd actually like to see an option to make build code less obfuscated, so end-users can mod it more easily.

  • You could try:

    On Solid Disabled |

    | Player.Platform Set Jump Strength to 1

    | Player.Platform Simulate Jump

    | Player.Platform Set Platform vector Y to -Player.Platform.JumpStrength (you might not need this)

    ...to make the player jump just a teeny bit right when the solid gets disabled.

    If you want to submit a bug report you need to obey this regime btw:

  • Here's a little game that decided to leave all its assets out in the open.

    http://www.darkestdungeon.com/

    So far it sold about 1.1 million copies I think?

  • There's always the lure of other engines, greener grass and that stuff. But every time you switch there's a new learning period, time spent re-working things into the new mold, new frustrations to replace the old etc... So if you're not gunning for console (or mobile) I agree with

    But you could always feel out some other engines a bit, see what's what. Godot seems pretty solid imo.

  • Thanks for the kind words guys

    purplemonkey

    Yeah, I'm gonna try that and see how well it works inside the current system.

    This looks great ! Have you made the characters in a 3D modeling program / animatede them, then render ?

    Yep. I animate in Blender and then draw pixelart on top of the render output. It's a good way to save time

  • Wow, lots of good stuff in this thread

    Here's a small clip from a Street Fighter/Metroidvania hybrid I'm working on - testing and tweaking some boss AI here:

  • Well put. In between all the criticisms against html5 and subscriptions it's easy to forget sometimes how intuitive and plain nice Construct is to work with compared with anything else out there. Issues notwithstanding, Construct is still a damn fine tool.

  • If you separate them, you might have a problem with the 'else'.

    I suppose that 'platform' is a tilemap and 'breakable' a sprite. So you cant bring them in 1 family.

    So, make 'breakable' a tilemap, if possible. Now just check overlap with 1 family. I what i prefer.

    You can separate them like ...

    is overlapping platform

    ____set boolean

    else

    is overlapping breakable

    ____set boolean

    else

    ____unset boolean

    i think that should work

    Yeah no prob, I structured it like this:

    Pick Collider -
                                     | Set C_CannotBePushedRight to False     (defaults to this)
    
       Is overlapping     | Set C_CannotBePushedRight to True
    [/code:86tay4lq]
    
    I did discover that another problem event got cleared up by going from this:
    
    [code:86tay4lq]
    Is ConditionA            | Do stuff
           - or -
    Is ConditionB  
    Else                           | Do something else
    [/code:86tay4lq]
    
    ... to this:
    
    [code:86tay4lq]
    Is ConditionA           | Do stuff
    Is ConditionB          | Do stuff
    Not ConditionA      | Do something else
             - and -
    Not ConditionB
    [/code:86tay4lq]
    
    Not trusting 'or' from now on 
    
    @nimos:
    That's a nice trick, thanks 
    
    @newt
    Is there a more efficient way to iterate through them? I use a boolean to minimize the looping already (Activated). Every tick, yeh I agree. Lots of game logic that needs updating if I change it but maybe I should anyway.
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ErekT

Member since 17 Dec, 2012

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