Prominent's Forum Posts

    yeah- cosmetic stuff matters to some people.

    Like one thing that bothers me with grouping is that groups blend in too easily with other events- so I end up putting a comment above and below it(inside the group) with text saying Beginning of Group X, and Ending of Group X.. And I also add an extra line or two of empty space.

    It helps the group stand out when I'm scrolling through the events, and I can also see from the bottom of the group which group it is based on the comment. Maybe allowing to specify colors for selected events would help too.

    So, as long as the visual changes improve usability and don't hinder it, then I support it.

  • It doesn't matter. It's easy to create ideas, but the hard part is actually building the game.

    One of the best things a beginner can do is take inspiration from other games and essentially clone them. It helps them understand the amount of work that goes into making them, and provides a blueprint so you don't get lost with your "greatest ideas"..

    You'll also have a higher chance of finishing the game.

    Also, I wouldn't worry too much about being secretive about ideas- because why would you limit yourself to just a handful of ideas when you can literally make endless ideas. Chances are somebody has already thought of whatever it is you are thinking of anyways.

    Also, you can't really afford to keep things secretive as an indie, especially if you don't have much experience, because you need to build an understanding of what will be successful if you have any serious goals. If you keep everything secretive, you might just find out later that your ideas weren't as great as you think they were, etc. So you might spend more time on something than was necessary.

    Those are just some suggestions.

    will c3's editor be written in html5 too?

    Read the thread- it's being written in c++

    yeah, but gms2 still isn't officially released- look at the time they're using to promote it. They haven't just released it officially without warning, it's been a slower process easing people into beta and familiarizing everyone with what it offers before they go official- they're using the beta to analyze problems an fix them before release, etc.

    i've got a feeling that c3 will appear suddenly one day and i think it will be in '17.

    I don't think it would be smart to just release it without first building up some awareness prior to launch.

    Also, based on what has been said about improving the plugin system, I wouldn't be surprised if Scirra gathers some plugin makers prior to launch to create some plugins for c3. I know Ashley has stated that he doesn't want to spend time creating things like tilemap editors and sprite editors, so perhaps they'll leave these sort of things to plugin makers, assuming the plugin system is improved greatly and ties into the editor really well.

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    I don't think it hurts that people keep asking about it- it's probably a sign that there is demand for it. If I were Ashley I'd be more concerned if nobody was asking about it.

    I also think that the clickteam product is more of a competitor than the gamemaker stuff, as it was the clickteam products that construct was originally inspired by. And since mmf3 isn't released yet, it might be stupid to divulge in any details about c3. You can also tell that the clickteam team seems to be adding more stuff similar to construct. So if ashley were to share stuff while clickteam is still developing its product, they might try to add those as well.

  • Prominent

    I must say I never had a problem using Madspy's Steam plugin.

    Did you try the experimental greenworks version prior to using madspy's, did you have problems with that one?

  • --in-process-gpu is needed for greenworks to work though, as far as I'm aware, however I've never been able to get greenworks to work.

  • Does anyone know if this workaround helps with greenworks not showing up for steam games? Just curious.

  • You don't have to integrate steamworks sdk unless you want to add achievements or other stuff that would require the sdk.

    You would just need to upload the files that construct2 exports. When greenlit, they will provide you steps for you to do that you can follow.

    It seems like C3 has been worked on for almost 2 years now considering it was first mentioned beginning of 2015. So that is a lot of time to develop a new editor. I'd be kind of surprised if it isn't released somewhere between mid 2017 - end of 2017.

  • even so, a capx would simply provide somewhere to start looking, as it could be something you don't realize is happening, a capx would explain those issues you might overlooked or failed to mention. Like how to reproduce the conditions to cause it to occur. Without a capx, this will just get closed without any further investigation, because they don't have the time/patience to dig into vague reports.

  • This whole thing is pretty worrisome- I'm glad there are people pushing this matter. I know that I have had issues with capturing video of my games in the past.

  • You'll have to buy it.

    I heard there might be a small discount for C2 owners.

  • I'm not sure what the performance difference is, but I think it improved. I have a lot of other stuff happening besides the tile/background, so most of my performance hit was due to enemy behavior stuff.

    If you use tilemap, it has to do a draw call everytime it finds a new tile, whereas if it is one paster object it uses one draw call I think. You should test it out yourself though to get better idea.