scidave's Forum Posts

  • Now that DOES sound like a bug. Just in the editbox object, "focus off" event. Sounds like it is not working properly. Please post a bug report w/ a simple .cap!

  • This is sooooo cool Maryjane!! It's great that you are running the contests and these were all unique games.

    Jumpjumppixelninja - Had some neat game play with the jumps, but got to be a little frustrating after level 5. Still a great game.

    DarkStory - Loved the setting, the rain. It could really use some rain sound effects. Would really add a lot to the game.

    Deephaven - Great graphics. I kept on dying on the red things. The scream really freaked me out.

    Richadventure- I couldn't kill the green boxes by jumping on them. Funny use of Rich!

    Inside - At first I didn't think this was a game.. but I clicked around and it was so unique! Never played a game on a desktop before.

    My favorite overall was probably Darkstory. 2nd would be jumpjumppixelninja.

    Looking forward to the next competition!

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  • I believe.... The problem is that when you press enter somehow your edit box or boxes (I think b_save) are getting focus. I did some clicking around that area and then was able to place objects fine.

    So it is not a bug, you just need to make sure that you take the focus off of the editbox when you enter the layout.

  • I want this now!!! Seriously, I sure hope that this is still being worked. Rich???

  • I'm thinking about taking a crack at figuring out how the Python to Construct implementation works.. I'm guessing a little of extending python with c++ and some embeddeding python in c++. not sure if I'll actually add ability to use external modules, but at the very least I will probably write a plugin that tests out combining python with C in construct.

    So my question is what version of Visual Studio is the best to use right now to work on the core engine and well as to write plugins with the SDK?

    Thanks!

  • Interesting. Very unique puzzle game! It's cool that we are getting different types of games to show what Construct can do.

  • USA Nice to see such a global user/developer base.

  • Awesome work Lucid. I'm really looking forward to this plugin. I couldn't think of any suggestions, because what you already proposed earlier for a plugin with inventory, etc seemed amazing enough.

  • I'm just saying it would be a HUGE improvement and would probably not require much work at all to add a checkbox where you toggeled "painting" or something.

    Yes, I agree a painting feature is much more essential. I also don't understand the negativity towards a fairly simple addition which would add a huge benefit to creating levels... If people have used Gamemaker then I have a hard time believing that they would not want a "painting" type capability.

  • Don't get me wrong, I would love some type of tiling/drawing system, but it's not at all essential.

    That's the whole point I'm trying to make. For either a plugin or for 2.0 it would be "nice" to have more convenient options to work with tilesheets. There is nothing wrong with convenience. Now whether it is worth it over a non-convenience feature is debatable....

    How would that work per layout?

    Anyway like i said the chance of duplicates is annoying.

    What I was referring to doesn't have anything to do with layouts. It's all in the animation import frames tool. I don't understand the duplicates part.. doesn't seem relevant.

    Overall, I'm simply saying Construct could be more convenient or noob friendly in places. Does it need to be... obviously no. I guess I should get back to making a level...

  • Other than the "painting" feature lets have some feasible suggestions.

    How is adding a simple coordinate system to the import tool not a feasible suggestion? It would save time determining size of sprites, and it is already done in the picture editor so I can't imagine it would be that hard to do.

    scidave

    You should probably preprocess the images in an image editor, Gimp, or Ps.

    This (adding more flexibility when chopping up tiles) is a common task when bringing in tilesets so why not have the capability in Construct? Since Construct already supports splitting the tiles why not make it a little better? I don't see the reason that this should be done in GIMP... it can't be that hard to implement.

    But in all honesty making up your own is the best bet.

    Why?? Why should I spend hundreds of hours making cool graphics when I can spend a fraction of that time making a game? You are essentially alienating a large percentage of the casual developer population that doesn't make all their own graphics. Not everyone is trying to make the next big commercial game.

  • Nice work. Great menus and sounds. Cool rain effect and explosions. I felt it needs more varied opponents and more options for bullets or powerups. With a few more touches this will be a great game.

  • Those are really sweet features and make it much easier to create levels. However, what if the sprites were not separate, but in a tile sheet? Especially a tilesheet that isn't in a perfect grid (has extra space, etc that you don't want to import). It is MUCH easier to import these in other tools than in Construct. Using the import frames feature, under animations, in Construct doesn't seem to work well on many tilesheets. For example, you have to manually determine what size the sprites are by using the picture editor. It would be nice to have that feature built into the import tool. Also, I'd love if someone showed an easy way to import a tileset into Construct and have it where you can use the tiles in many different objects.

    For example, a tileset that has three characters with 4 pictures per characters. All I know how to do is to import the tileset automatically into one object using the import tool. Then cut and paste the different animations into new objects. This way isn't terrible... but is there a better way?

  • I gotta agree with Attan on this one. As far as "level editing" is concerned I don't think Construct is one step ahead of other tools. I'm not knocking Construct on the whole because I think it is amazing, but I think other tools are just as easy or easier to use for creating levels.

    That being said I don't think its that hard to make levels, but it could be better. Working with tilesets seems to be a weakness of Construct. For example, there is a video on youtube on level creation

    . It "seems" to be easier than the way Construct works, but maybe I haven't used Construct enough yet. This is probably a 2.0 feature though... or a plugin.

  • Thanks for all of the comments! I've been really busy with work, but I plan on getting back to writing part 5 within the next two months. I'll probably do something on inventory, positional sound.. the rest TBD.