Ashley's Forum Posts

  • Why does anyone choose Windows over Linux when they pretty much do the same thing and Linux is free? There are a lot of factors that go in to what software people choose. It's not just about certain features, or the price, or the UI. It's the whole thing, right down to the details.

  • Tom's right, you should be comparing to the indie license. Also, Game Maker is a scripting based tool, so you need to learn a programming language to use it. Construct is an event based tool that does not require you to learn to program to use it, so the barrier to entry is lower. People who already know how to program are probably happy to stick to programming - we're aiming Construct at people who don't know how to program, which is why events are useful. However, it's much faster than programming, so some programmers might like it anyway (which is true of our experience from 0.x).

    So why worry about Game Maker? If you want to program, there are tonnes of alternatives out there, and you can even program a HTML5 game for free in notepad providing you know javascript, the correct APIs and so on - but it will take a lot longer and require a lot more expertise! We're not expecting hordes of Game Makers to jump ship either, because most of them are very familiar with the GML scripting system which is how they make their games, and there's no equivalent in Construct 2.

    This is probably also a large factor for new customers. Are you really going to choose Game Maker over Construct 2 solely because of the price, and ignore the fact you have to get in to programming to do anything useful with it? They're actually completely different products with totally different features and methods of working. You should bear this in mind when making comparisons.

  • I'm not convinced by one-liners like "multiple users and dynamic content". What actual examples of cases are there that can't be done any other way? With 0.x, it seems the vast majority of users have gotten by just fine with predefined sprites - it seems most games don't need to introduce new objects that aren't known beforehand in the editor. Also, how do you create an event for an object that is created dynamically that the editor doesn't know about? It seems this would be a whole new paradigm for the editor...

  • I think this post I made addresses your concerns: we just can't give the software for free. Yes we're behind on development, but we aim to catch up as quickly as possible - the current pace of updates should be an indication of that, and that's still part time work!

  • You could tack on a 'Repeat N times' above it?

  • Things like adding behaviours at runtime could seriously complicate the runtime code, and I'm not convinced there are any cases where it's so useful it's worth the code. Same goes for changing qualifiers at runtime. Can't you deactivate behaviours you don't need on startup and activate them later to "add" them? What would you use dynamic behaviours for that can't be done any other way?

  • The fundamental way the event system works is that you use conditions to pick certain instances, then the actions only run on those instances. So to apply an action to a specific instance, you make a condition that chooses the instance to pick.

    In this case, it sounds like you want 'pick nth' (under system). There was a 'pick random instance' condition in 0.x, but it hasn't made it to C2 yet - so try pick nth and enter random(Sprite.count) as the instance to pick.

  • The problem with pay-what-you-want is if we don't have major upgrades, we're effectively granting infinite licenses that last forever for all versions of the software. That's not really sustainable - even traditional licensing generally asks you to pay again at the next major version.

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    Once we have layer effects and the equivalent of 'force own texture', you should be able to do that by having the green object on a layer below.

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    1. Yep

    2. How do you mean?

    3. Right now yes, although the standards can and do change, and if WebGL takes off it supports shaders to the same extent the 0.x runtime does.

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    How about just using a big black sprite with a transparent hole in the middle using alpha? You can't use multiply, so I don't think you can get the same lighting-up flash when a ghost is hit. You could just about do it with subtract, but that's not supported by canvas

  • [quote:kxoigrhk]The SaveIE6 campaign was launched on April 1, 2009 and will last until April 1, 2010.

  • I think the only difference is that the timedelta is still affected by the timescale, so you can pause/slo-mo your game still.

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  • What if someone was still using the earlier open-source SourceForge builds?

    Before long those builds will be so far behind that they're not remotely useful. You won't be able to make anything complicated, certainly not sellable, with them!

  • Layers are 0-based, so layer 1 really means the second layer, and you've only got one layer. Change it to create on layer 0 and it works.