joelmayer's Recent Forum Activity

  • The only feature GDevelop has over Construct is easier integration of Kerning/Spacing Date of Spritefonts... Construct's JSON thing is just not a standard at all and no Spritefont app out there supports that except the one floating on the forum that is Windows-only and buggy and can't export aliased fonts in the latest version.

    Been urging for literally years to get that fixed with whatever means necessary but it takes me literal days to set up Spritefonts in Construct.

    Funny, i asked my gardener recently if he will finally be for free. Needless to say, the grass is knee-high since then...

    Sorry for the snark but the amount of people who ask for software to be free every day on every forum i visit of the tools i use is starting to get on my nerves lol

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  • Wow! Just one day later and we already have a .vox importer? This should definitely be built-in :D Great job!

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  • C3 is the most used engine on itch.io. It IS already successful... GameMaker has been around literally decades longer and therefore a you'll find more stuff of it online and not everybody NEEDS the level of ease of use that Construct offers. Some people want to code traditionally, especially if they have a programming background. And yeah if you want to do 3D then of course you'll go with Unity or a similiar tool.

    And tbh if i would be a GameMaker user for the last ten years then i would be VERY weary of learning anything new vs. just making my next project because i'm simply just used to it. Not because GameMaker is inherently better but because i would already know how to use it. In the end it's about making games not endlessly deliberating on engines.

    Now Construct has its own wrappers too that allow for lightweight apps on Mac and Windows.

    As for Consoles: every Unity dev i know who released a game on console worked with a publisher who did the ports for them. I think people underestimate the enormous complexity involved with publishing to these platforms. Construct has two publishers/porting houses that i know of: Ratalaika and Chowdren. So it's not really an issue.

    In the end, it comes all down to personal preference. That's why there are 100 flavors of Pringles and not just one. Same with game engines.

    And from what i can see, Construct is growing steadily and already a pretty big player in its range. Like the GMS2 CEO once said, he doesn't see himself in competition with Unity at all because they are targeting different types of developers. And the same is true with Construct.

    So just keep using it as long as it suits your need. BTW, nobody sais you should only learn one tool. I know many people who use Construct next to stuff like Unity etc. I personally i.e. use THREE different animation apps (Toon Boom, Moho, Grease Pencil) depending on whatever job i have to do and which one is the strongest tool for that. So yeah, there's my 2 cents.

  • Posted this on Twitter too but might repost here:

    Maybe kind of a stupid question but since Edge is also available for Macs would it theoretically be possible that this would work for macOS one day as well? I‘m using Edge as a Chromium alternative these days for Construct too since Chrome on Mac is just horrible with the CPU usage.

    Sorry, not super tech savvy here :D

    EDIT: DUH! Just saw the last bulletpoint on your list... Nevermind. I'm all for that development too though! Then we would have a great lightweight wrapping solution for the two most dominant desktop platforms :D macOS will, i think, gain more marketshare with the advance of the Apple Silicon chips.

    I really don't get these topics... It's like texting your ex to tell her you're on Tinder or something...

  • Haha thanks :D Yeah there are so many Adventure Game Podcasts out there already. I got confused myself though because Seoirse bought it, which i really didn't expect (the one i referenced to is a very popular one called "The Blue Cup Tools Podcast") :D

    I don't quite remember which Indie Games i mentioned but i think there was stuff like Home by Benjamin Rivers, Dark Fall by Jonathan Boakes, Distraint by Jesse Makkonen.

    Definitely can see some Clock Tower influence as well (old SNES game by Human Entertainment) and i like FAITH by Airdorf too :)

    Hope that helps!

  • Thanks everyone for the kind words :D

    I was interviewed on the Adventure Games Podcast about the project:

    adventuregamespodcast.com/podcast/2019/12/13/episode-43-interview-with-joel-mayer

  • Well, from my point of view, Construct offers a lot of great tools to develop a point and click game. The three main elements for these kind of games are:

    • Inventory
    • Dialogue System
    • Navigation
    • Cutscene System

    There are many tutorials about how to build an inventory system out there. It's quite intimidating at first but even i as a somewhat noob back when i started building my game (and i'm no programmer at all) managed to get the basics working within a week of prototyping. Start simple and the nice thing about building one by yourself is, that it might make you think about nice and exciting new ways of interacting with objects in the game world. The adventure genre needs a bit of innovation now and then ;)

    I'm using the visual array editor for all my dialogue which makes it really easy to write scripts almost like a screenplay. You can also use different columns for different languages which makes localization much easier as well.

    My game is a sidescroller but i think with the pathfinding behaviour etc. it should be pretty easy to set up a basic Point and Click navigation that also has depth. The most difficult part is probably if you want to have character scaling according to its position in a room but it's basically one algorithm that you would have to figure out and i'm sure you'd find help for that here in the forums or the Discord.

    I built my own system where i can send characters around in a room and have them perform different actions once they reached their destinations. But now with the new MoveTo behaviour this would probably be even easier.

    So all in all Construct is a very nice tool to make adventure games! The advantage over more "cookie-cutter" engines like AGS or the likes is in my opinion that, since you build everything from scratch, you question the decade old mechanics of adventure games a bit and maybe give them your own spin. Plus its super easy to include more Arcade style elements into your game, if you'd wish to do so.

    As with any bigger project, just try to keep your code organized and you'll be fine. All in all, Construct enabled me to get as far as i did so i can't complain :)

    Hope this helps.

  • Thanks for the kind words, guys!

  • Hey guys! Small milestone but my horror adventure game "Purgatory" is now ready to be wishlisted on Steam and also has a brand new Teaser Trailer!

    Subscribe to Construct videos now

    If you like what you see, consider wishlisting it now on Steam:

    store.steampowered.com/app/1137480/Joel_Mayers_Purgatory

    Thanks a lot! :)

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joelmayer

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