Arima's Forum Posts

  • Again IIRC:

    Cliff Harris: native

    Hanako: miscellaneous and game maker

    Notch: java

    Amanda Fitch: RPG maker and something else for one of her games

    Indinera: RPG maker

  • Geo I might be wrong about this info, but as I recall:

    Cliff Harris. positech.co.uk IIRC $100k or more a year

    Hanako: hanakogames.com/index.shtml

    Notch of Minecraft fame was solo for a while, millions

    Amanda Fitch: amaranthia.com

    Indinera: aldorlea.org

    And many more. I'm looking to support myself with my games made in construct, too!

  • Sorry, I think your suggestion is more complex. :/ Using for each ordered is one condition and action! And really, if people want to make a game, some amount of complexity is required.

  • All we need is for each ordered. That will make it easy to do Z ordering in one event.

    For each ordered: sortfamily.y (ascending)

    • send to front

    Or use a instance variable instead for more custom stuff.

  • Hmm... interesting idea. What about exporting to something like allegro or SDL? Could then C2 hit Windows, Mac, Linux, iOS and Android with one exporter? Or are there too many differences between the platforms even using a framework like those?

  • Being just a games developer is not a reality in my opinion, not unless your Rovio making something like 120 million on a project, they can afford to make only games for the rest of there lives.

    There are plenty of small teams who make a living making games, some of them are even simply one person. It's quite possible to make a living making games as an independent developer, though it's not easy.

    C2 is a great engine, But it's a long way from being something to fund your life + projects.

    I don't think it's that far away. The main problem is a lack of a decent EXE wrapper, but there are people working on that.

  • Even without the ability to draw text, which I don't think is that important anyway, I hope someone will make it work with webGL someday. It would be great to have webGL speed and canvas at the same time!

  • > GM and MMF games have been put on steam, so there should be no problem with CC games.

    Would you mind sharing which games?

    I hear this a lot but often find out later that said games were remade in C++ or something before being accepted (See DustForce) or were never actually made in GM or whatever to begin with.

    -I think VVVVVV is a GM game that got on Steam

    -Noitu Love 2 was rejected by Steam and it's by far the best MMF game I've seen.

    -Crystal Towers 2 was rejected by Steam but accepted by Desura.

    Basically it's a serious hit or miss. I think a game being made in CC/C2/MMF/GM drops the chances of it getting accepted by 99%

    MMF: Saira

    GM: Legend of Fae, Serious sam: the random encounter

    I don't think using one of those tools has that much to do with the selection process. I could be wrong, though.

  • I mean I'm sure it's possible but I've only seen 1 or 2 commercial games made in CC, and they weren't anything big. Plus, and I don't know all the details here, but it seems a lot of people have a difficult time running CC games. What happens when hundreds of people buy your game and can't even run it? It would be a disaster. Then they'll want Mac and Linux and other versions which CC can't make. C2 solves these issues but marketing C2 games sounds very complicated and difficult.

    I'm getting around the DX9 problem by simply using an installer, merging the game's and DX9's EULAs into one screen, and installing the necessary DX9 components and the game at the same time.

    On top of that I'm fairly positive CC/C2 games will never be allowed on Steam, Desura, etc. Which you don't NEED to sell your games, but they really help, especially if you plan on making a living from them.

    GM and MMF games have been put on steam, so there should be no problem with CC games.

  • No scripting mode. It would be extremely difficult to implement, way past the realm of plausibility.

    However, you can type events using keyboard shortcuts. A, action, c, condition, e, event, s, subevent, then you can type to filter the name of the object, press enter, then type to filter the name of the condition, then press enter, then use the arrow keys/tab to work your way through the expression editor, then press tab twice to highlight finish.

    So making an event ends up like pressing: esy enter gr enter "groupname" tab tab enter.

  • Perhaps sub-events could just be separately numbered 1, 2, 3... at each nesting level?

    Ashley Not sure what you mean?

  • Arima, In the case of 5,000 events you prefer this:

    3012

    -3013

    --3014

    ---3015

    ---3016

    ----3017

    Over this?

    32

    -32.1

    --32.1.1

    ---32.1.1.1

    ---32.1.1.2

    ----32.1.1.2.1

    The first has no meaning beside counting events. It has no purpose too beside telling someone he/she has an error on event #40,321.

    Your highlight idea is a good start/direction but it lacks the point I was trying to make - a mechanism which will show you how deep your current event is.

    That's exactly what my idea is - the vertical lines CC has accomplish that in a much more elegant fashion IMO.

    Honestly, I can't think of any reason to want to know how deep an event is. That information alone, without the context of the conditions in the events above it is pretty much useless to me. Using CC's vertical lines, I can tell what events are on what level. That system is a lot cleaner and works just fine. If the line of the currently selected event was highlighted, that would be even better.

    You also forgot my prediction - events will be able to fold in the future. With my suggestion you won't see the mess you mentioned in the 1.2.3.4.5.6.7.8.9 scenario (have you really gone so deep?)

    Even when sub event collapsing is implemented, I would still have to look at it when working with those events! That wouldn't make any difference.

    Do I prefer event 1981 to event 5.16.2.1.2.2.5.1.1.6.1? Vastly! Much simpler, much smaller, less keys to press, less likely for a typo, easier to read, much easier and faster to process mentally. Tell me at a glance - which is higher in the event sheet, event 5.16.2.1.2.2.5.1.1.6.1 or event 5.16.2.1.2.5.1.1.6.1? Comparing event 1981 and event 1960 is far quicker and easier.

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  • I don't like this idea. Having worked regularly on an event sheet 10 levels deep with more than 5000 events, this might sound like a good idea in theory, but in practice for anything complex it would be an utter mess.

    Letters would be right out because it wouldn't last more than 26 events. For each level, you'd have to add another point to it. So you'd get something crazy like event 1.2.3.4.5.6.7.8.9. It would be harder to read than what's currently implemented.

    I think C2 should use what CC has, lines that show levels. Even better, I think they should be highlighted as well when an event in its level is selected, making it easier to spot which one you're supposed to be looking at.

  • Bert - no. I guess I didn't describe it properly - I have common animations in one object, then the less common ones in other objects. By keeping the less common animations in another object that's not in the layout in CC, it keeps it out of VRAM.

    I create an instance of the uncommon animations objects when I need them, and then swap visibility between the common animations object and uncommon animations object as needed.

  • I've been wanting something like this for awhile, only a little different - basically a drop-down menu in the properties of a sprite that would set if the runtime should load all animations into memory upon loading the object, or only load the first animation. Sort of like how construct classic has a 'load all layout textures at start' and 'load only the current layout' modes, except with animations instead of layouts.

    So, there could be an action to load or unload animations by name (they could load in the background while other stuff is happening), and an action to dump all but the current animation from memory. If the user used 'set animation' to an unloaded animation, then it would load that animation then. That could probably cause a pause, but MAN would that feature be useful to me!

    My characters in loot pursuit have thousands of animation frames between them, many of those only being used once in the entire game. It's extremely impractical the way I'm having to do it now by sectioning off animations into separate objects and creating/alternating visibility between them for memory savings.