Biim Games's Recent Forum Activity

  • It's incredible how after 11 years from its release, Construct 2 continues to surprise me with its flexibility. Today I was playing around with effects, and I discovered how I could paint on the canvas without using the Canvas Plugin and using a single sprite.

    That's an incredible achievement that gives me more features to add to the art program I want to develop using vanilla Construct 2!

    Stay tuned for updates about this project!

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  • Hi Matteo,

    I'm glad to see that Gamindo is keeping improving and expanding.

    I will send you an email :-)

    Cheers!

  • Thank you very much Chadori!

    I own you a few hours of help if you might need it in the future!

    You saved me so much time and stress! :D

  • While developing multiplayer games with C3, I miss the chance to do the remote preview with the debug. With C2 it was just a matter to copy and paste on a new tab/window the address, with C3 it's not possible.

    On C3, if I start the Debug Layout and copy it's address on a new page, I will be asked for the remote preview code (that isn't displayed anywhere).

    If I start the remote preview and I try to add /debug somewhere, it doesn't work.

    I have tried preview.construct.net and preview.construct.net/debug but in both case it doesn't work.

    Is there a way to do it?

    Rely on logs and create temporarily UI just to alter variables during tests is incredibly time consuming and inefficient with developing time and budget, especially when working for clients.

    Any solution about it?

    I have seen some concern in the past, and the work in progress plugin for local preview on the forum from tarek2, Mikal and Chadori. Does that cover the debug as well with local preview.

    What's the solution that everyone is using? Am I perhaps missing something that is already build on C3 and I don't notice it?

    Thanks

  • I just want to add another option that you might want to consider:

    - Release the game for PC on Steam or other major publisher.

    It's much easier and cheaper, then if you have success and you got lots of money, you can look into porting the game.

    You will not have the budget for porting, but having already published the game elsewhere like on Steam and becoming famous, will make a big difference between trying to steal from you or an unknown person.

    In addition, if you get popular and make money on PC, in the worse case scenario someone steals your code, your time and effort would have already paid back a lot from the PC version.

    On the other hand, if the PC version fails to become popular, it might be actually "good" for you, so you don't attempt to waste more money on porting on console.

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  • Hi danbart,

    Feel free to contact me (I'm Italian too).

    This is my website:

    biim.games

    And these are some of my projects:

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  • I would do:

    1) Check the reputation of the publisher.

    2) Check where the publisher company is established? It that in a legit country or do they are in a tax heaven or even worse in a country where they don't care about copyright laws? In that government don't punish people for stealing from others, you can spend millions of dollars in lawyers and nothing would change.

    3) Contact other developers that have used that publisher and ask about their experience.

    Other things important to keep in mind:

    - In general in life, if you were the one asking them for help it's less likely that they trick you compared to the ones reaching you out asking if you want to use their services.

    - Having shared the development of your game for years, if popular, that could give you a little advantage since if someone steals your project, fan would know about it and they will help you spreading the voice and helping in boycotting the game.

  • I am so addicted to use Construct 2 that I have used it to generate thousands of colour combinations of my last sprite font: Boxed Sprite Font in just a few minutes. Each colour combo is directly saved in a PNG file.

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    After setting up the destination folder and a temporary file name, the whole process is totally automated!

    That's one of the many examples of how Construct can be used to develop tools too and not only games!

    Here instead, you can see the video of Boxed Sprite Font:

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  • I got a job for a few months ago where I had to fix and improve a G-Develop 5 game. The job was for a bit more than 3 weeks.

    It was indeed a very frustrating experience, yes, I get used to Construct 2 (and 3), but many things are totally not user friendly at all.

    For example, figure out how to create a function was difficult, lack of proper documentation and lack of community talking about a topic like that.

    Many things makes no sense to me, like why there is no ELSE? I had to create a variable to handle all the ELSEs of the project, I could have done the same thing 10 time faster in Construct.

    Array aren't supported unless you install a plugin, and if I recall well, they are only a 1-dimension array. I had to create manually lots of conditions to simulate an Array. Thing that in construct takes just a few seconds instead of hours.

    On the other hand there where a few cases where I could do things that aren't directly doable on Construct, even if I haven't totally investigate through it, perhaps I could try with JS.

    For example, I could play a file that was on a website instead inside the project. I was also able to use synthetic voice with JS (but this I am quite sure I can try to do it with Construct as well).

    As R0J0hound said, my opinion come after having used Construct for 8 years, so my skills aren't comparable to the ones on G-Develop5. However, if I think about my first attempt with Construct 8 years ago, and the recent ones with G-Develop5, Construct was much easier to pick up.

    I want also to add that G-Develop5 is somehow similar to Construct, so coming from Construct has helped me a lot compared to when I moved to Construct with my Basic/Pascal/Cobol/Clipper and a month of Game Maker Studio experience.

    Also when I used G-Develop, I had 8 more years of programming experience on my shoulders, compared to when I started with Construct. So G-Develop had indeed a big advantage, but still failed the comparison from the point of view of difficulty in starting with the program, and if you consider how much is easy to get frustrated in the first week and give up game development, I would definitely consider Construct as your option.

    My usual advice to avoid to "waste" money is to start with the free version of Construct 2, then when the limitations stops your experiments and progress, move to the free version of C3 (register to have more events) and finally once you are ready, especially if you want to make a living with that, start with the C3 subscription.

  • I have created a new Sprite Font:

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    Boxed Sprite Font has a border already included with each character.

    You can use square, round or curly brackets to create different side edges styles.

    The font comes with a palette of 15 colours and there are over 2700 colour combinations with never two colours of the same type present for the character, shadow and background.

    You can buy it here:

    construct.net/en/game-assets/fonts/sprite-fonts/boxed-sprite-font-colours-2325

  • I am trying to publish a new asset, but I'm stuck.

    I can't set up a Maximum Discount in Site Sales during a sale and at the same time, it's a compulsory field.

    This doesn't allow to publish the asset until the sale is completed.

  • Hi mkinsi,

    Feel free to get in contact with me about your project.

    You can see some of my work on my website:

    biim.games

    These are old projects of mine (games, tutorials, template and client work):

    youtu.be/1MeauLTi7lM

    youtu.be/wKsPP_Bbf9k

    youtu.be/49fTzF6_56I

    youtu.be/IjxYfd68GDM

    youtu.be/mSIfRPvtTw4

    einsoph5.itch.io/kirifuda-blitz

    youtu.be/XH7Ls4xiwaY

    youtu.be/OlJzgnbxz-I

    Thank you!

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Biim Games

Member since 4 Jul, 2013

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