joelmayer's Recent Forum Activity

  • Really awesome dude. I made myself a checkbox for the AlphaClamp already but yours is obviously much more elegant. I wonder if there's some way to generate/parse an out of the box JSON String for C3 right in your little App that you could then just copy paste into the editor where you use the generated Spritefont... It's easy enough to use as it is already but i mean that would basically make it the de-facto sprite font tool for all times :D Awesome job either way! Thanks again!

  • Plus if you're thinking of getting a publisher be prepared to provide multiple languages in your game as well...

  • I built a dialogue system with an array that i load into a dictionary which makes it somewhat visual using the array editor but i don't really have anything branching. Maybe looking into the Ink Language could help and there seems to be a plugin for that in Construct:

    construct.net/en/make-games/addons/518/ink

    Otherwise, i too think JSON is probably your best bet. It takes a moment getting used to but it's really not hard although i prefer to have my dialogue in a spreadsheet kinda way so that's why i'm using arrays but, as mentioned, i load that in to a dictionary so i can access specific keys directly rather than looping through a huge array every time i want to call upon a dialogue.

  • 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!

  • 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.

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    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

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joelmayer

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