Zed2100's Recent Forum Activity

  • rexrainbow personally I think MVC is good enough for web/desktop applications that have a front end and a back end linked to a database but not for games, in games this separation is still there but in a more organic and complex way. Aside from that, we could have plugins dedicated to GUI and others dedicated to logic. This is where I agree with you: mixing both GUI and logic in the same plugin is a bad idea.

    Furthermore, some people, including OP and me, don't require a high level of reusability all the time. Sure we need plugins that are highly reusable but we also need others that contain some game-specific logic and GUI that we use often in our projects.

    In traditional programming, you have libraries and sdks that are highly reusable and independent from third party code, but you can still make your own libraries that rely on other code or on each other to make your development easier. I guess we want Construct to achieve a level of maturity similar to traditional programming languages to be a better development tool, I think Construct 3 will bring us closer to that goal.

  • Tilemaps have no scaling feature, however, you could design your game so that the default zoom level is 50%, this means that your tilemaps and everything else need to be twice their normal size, so when you zoom in, your tilemaps won't be stretched or pixellated.

  • Clope ça se dit en anglais ? sinon ...

    Nice and funny concept

  • Nice, congrats. I hope you double that number in March.

  • You're welcome, there's so much cool features that can be implemented using the sine behavior, I'm also experimenting with it. Good luck for your project

  • You're welcome. We still need a global and more detailed search function in C2 but this will do for now, you still have to go through all your event sheets though. If anyone has a better idea I'm very interested

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  • Thinking about the programming language is the wrong way to go IMO. Languages are just tools, think about the game you want to make first, then choose a language or tool (Construct 2, Game Maker, Unity) that will easily let you make the game.

    If you are a beginner I suggest you make small games (pong, tetris, breakout...) with as many languages and tools as possible. You have to get your feet wet, don't be lazy.

    Personally, I did that with C++ using SDL, Irrlicht (if someone from the Irrlicht community is reading this, I salute you!) and SFML, then in Java, then in C# with SFML, then made a pong in Javascript and HTML5 then I moved to game making software, I made a galaga clone in Stencyl, then many small clones of classic games in game maker, and now I'm developing using Construct 2.

  • Hi and welcome to the community. Hope you have a lot of fun making games. Good luck

  • What I do when I'm in your case is add "DELETE" to the variables' names that I want to remove. Then I simply search for the "DELETE" word and remove any reference to the variables.

    This way, when I do remove them, I am sure they are not going to mess up my project.

  • I would also love to do that. Ashley said that Construct 3 will have editor plugins. But for now, I guess we'll have to deal with some duplicate code in every project.

    To achieve the modularity that you described, we need the addon sdk to be able to create sprites and objects that have no definition in the project. Say for example that I need a tooltip, I will certainly need to create a sprite for the background or frame and a text object in my Construct 2 project, then I would need my addon to create these objects and display them correctly. But the need to create the objects in the Construct 2 editor completely defeats the purpose. So we need a more powerful and mature sdk.

    As someone who has developed games using pure javascript, C, C++ and C#, I completely understand that code repetition is a bad thing in many ways. However, I try to look at it from a positive perspective: it is an incentive to always improve your code with every new game that you make, and not be limited by an old game-specific plugin that you made ages ago.

  • If you place all your menu items inside the layout and set the layout's "Unbounded Scrolling" to No, then you should be able to stay inside the layout no matter how much you scroll out.

    I think you should check out this template https://www.scirra.com/store/royalty-free-game-templates/swipe-level-selector-1006, it has a very smooth scrolling feel, sure it was made for level selection but I think you can easily adapt it to a general purpose game menu.

  • A cleaner solution would be to put all your sprites in the same family, then set the family's timescale to 0. That way, you won't affect the system's timescale, as you might need to animate menu elements or keep other timers running.

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Zed2100

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