Hmm... I wonder if there's some way to automate this a bit more. Could it be made to export to java code that could then use that engine to plug in to?
I don't think a plugin can be made to access the cap the way the Copy as Text function does. I was in the middle of asking this question earlier when the forums went down. But someone in chat recommended Autohotkey, which will automate most of it.
Or... is there some way that upon exporting, the java engine could be used like the directx engine at runtime, merely using the java one instead?
I don't think it's possible without rewriting construct itself, but construct 2 will be able to do things like this, according to ash.
Mmm... I'm not persuaded this will work for complicated games though! You'd have to basically reinvent most of the runtime in Java. As you already point out, you have to write Construct-themed routines to be able to paste in, and that's the beginning of reinventing the engine.
in some respects the game I'm working on is complicated: here's a typical event:
which was converted using the copypaste technique and works exactly as it does in construct.
I agree that I'm basically writing a java/android runtime, but that's something I wanted to do anyway.(quote="arima"And does it matter if he's basically creating a new runtime? ) As stated earlier, you have to understand the language enough to create the classes, so it's definitely not a way for someone squeamish about coding to 'export to everything'.
But I think we can all agree that construct is a much better tool for rapid prototyping than java, or objective-c is. Java and the android plugin is definitely not a gamemaker, and I needed to write code to move and track sprites, simplify and manage touch data, and for this game in particular, I needed the equivalent of imagepoints and hotspots. After prototyping in construct, it made sense to make those classes mirror those in construct to minimize the effort required to port the finished prototype. I had no idea there was a "copy to text" function, it was just dumb luck I stumbled upon it.
After importing the images, and setting them into my sprite class and initializing their hotspots, and imagepoints, I have to say, at this point I'm literally not writing any java code. I'll probably have to code some java again before the end, but as of now, I'm making this game in construct, and copy-pasting it to java. so like it or not, Ash, your tool is once again reaching beyond it's original boundaries. There are things that would have never been tweaked to their current level of perfection this early in the development process or even later for that matter, if construct didn't make it so fast and easy to mess up, and try again.
Wow, that's awesome lucid. Post a video of your game running on android, I want to see this.
I will definitely do so once it's further along. I'll post a side by side comparison, it's really neat to see the tiny exact replica responding to touch instead of mouse movements. Luckily, I designed this game as a mobile game meant to be enjoyed in short doses, so it's not one of my typical Towers of Babylon projects that are more suited to teams of thousands.
I predict a late summer release for the android version, and a simultaneous (thank you spellcheck) windows release if Steam will have me