Thanks GenkiGenga
My plan right now is to focus on the social media aspect of Animate.
Not the marketing of influencers so much as exploring the niche of creating content.
So more motion and graphical design, and only slightly gamdev related.
I'll be doing stuff for beginners in the content creators realm with tuts and templates, then move to more advanced.
I was producing tutorials for 3 years, vide editing, sound, script, directing etc for a company that is in competition with construct to some extend, and doing videos for several other big companies. If you need help with getting your idea off the ground, drop me a line on discord - Mikolaj.
As for motivation, listen up dudes, it's important:
started using construct in late 2007, and registered on forums in 2008. Before that I used games factory and click and play a bit, as well as rpg makers. Never done anything more then a prototypes of ideas. But roughly in 2009 I started working freelance , and started learning how to get things done by myself. Did a lot of projects for many clients across the years, every now and then coming back to construct to try something out. Those years of prototyping in construct thought me a everything about where are its strengths. Now I'm doing a game that is going to be completed. Here's the trick : have an idea - > write it down -> split it roughly in to stages of development - > work on it as often as you want too and don't worry how long it takes. If you can do a little bit each day, that's good enough. Keep code simple, static, linear, don't use functions, avoid behaviours. Don't try to go beyond what construct is capable off, don't complicate the code and don't get exited, instead give yourself little targets each day. If you can't figure something out for a while, again, just plan it out on paper. But start with most difficult part of your game too. Once it is done you will feel like everything else is just a formality.