NotionGames's Forum Posts

  • Working on character animations and updating them from the first game.

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  • Mathias from MP2 Games here! Wanted to chime in since Chowdren was mentioned :)

    MP2 partners and co-develops games with several Construct devs, where we bring in a lot of technical expertise for e.g. porting. For the devs we are working with, they are able to do amazing games exactly because they don't have to worry about porting and other technical details.

    I don't think most Construct devs would be happy with a generally available exporter for consoles. In our experience, most games will require adjustments and sometimes low-level knowledge before they will run great on consoles. If Ashley & team also had to concern themselves with support for this, I don't think Construct would be the amazing tool that it is today.

    Chowdren is also an advanced piece of software, and it has taken years of development and R&D to get to this point. Chowdren is unique in its approach where it compiles the entire Construct project (including events and scripts) to C++, and does complicated transformations like effect stack merging. If Ashley & team had to manage the same amount of complexity without limiting themselves to a feature subset, I don't think they would be able to move fast on features that users actually care about.

    I've been working on Super Ubie Island 2 and getting really close to release and my target is consoles. I've reached out to the Chowdren team a few times but I think they have a max capacity of how many projects they can work on. So i feel stuck. a lot of companies have told me they'll have to remake the game in Unity in order for it to run on consoles.

    When I started working on Ubie 2, I had a lot of developers ask why I'm still using Construct when it doesn't support consoles. So I can only assume that most devs that tend to target console release have chosen other tools. But I'm not 100 percent on that, of course.

    I do wish there were options out there but I feel stuck.

  • New animation for SUI2 Logo

  • Amazing work, congratulations! This is such an inspiration.

    Thank you both! I appreciate you checking out the thread :)

  • Instead of doing static images for the story segments, I decided to make it feel more like a motion comic.

    All of the animation is running real time in construct using a combination of timelines and events.

  • Cutscenes are in progress.

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  • Make sure you set the origin point to a location on each frame where the animation will appear on the ground. It's also good practice to use a square/rectangular sprite for the player character object and pin the animations as a separate sprite on top of the player object.

  • Nevermind, I found it.

    For those who are wondering:

    Set the path mode to Cubic Bezier and now you'll be able to design curves on the timeline

  • I was wondering if you can create curve pathways using the timeline feature?

  • guimaraf Thank you! Means a lot to me!

    SUI2 Ultra Rare collection boxes have arrived.

    Now to wait for the manuals, cartridge stickers and letter of authenticity!

  • Ultra Rare physical editions

    only 10 of each console homage will be produced

    Signed homage boxes for the Nintendo Entertainment System, Super Nintendo, and Sega Genesis.

    I'm going to create a manual as well like they used to with tips and tricks, fake hotline numbers, and more.

    I want this edition to really feel like a game bought in the 90s.

  • Great.

    Will you need any third-party tools to export to work on Xbox One X?

    Going to be talking more about this soon. I'll fill you guys in on the process once it gets going.