Porting from Gamemaker

New releases and general discussions.

Post » Fri Mar 13, 2009 6:33 pm

If you really want to improve things, I would suggest incorporating the image editor into the object layout. This would get rid of that modal window, and you could possibly incorporate a zoom for objects.
Heck why not include the animation bar as well, you've already got frame selection built into the image editor, which is pretty much a redundancy.
Image Image
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Post » Fri Mar 13, 2009 6:35 pm

[quote="Ashley":1mjph0b1]That's a good point. I believe David had been working on some kind of tile system, but I think other things got prioritised over it and it's not quite finished yet.[/quote:1mjph0b1]

He was, I have the alpha plugin :P. It's pretty buggy right now though.
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Post » Fri Mar 13, 2009 8:45 pm

[quote="Ashley":2dkzi5qi]I think maybe combining the resources bar and project bar in to one might help...and things could be sorted in to sub-folders within that. Then there'd be a single place to organise the entire application. Sound good?[/quote:2dkzi5qi]

YES!
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Post » Wed Mar 18, 2009 9:30 pm

Hi, I'm new to Construct so many of the considerations you can read below may be influenced by my unexperience with the software.

GameMaker seems to be an outdated application compared to Construct, but in many cases I had the impression that GM gives you much more flexibility.
For example in GM there are few events, but they are very flexible and their use seems to be more "logical" than the events in Construct (to me obviously); in general in GM I think it's easier to integrate drag and drop actions and code.
I've experienced many difficulties in the porting of a GM work to Construct; for example I've not been able to find an event similar to the "create" event in GameMaker (where the corresponding actions take place only at the creation of an object).

On the other side Construct is graphically excellent and has a very good layout editor compared to the room editor of its counterpart.
In particular layers are awesome and the possibility to use a png file with transparency directly in the layout is very useful.
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Post » Wed Mar 18, 2009 9:59 pm

[quote="Malagant":iv2kt4su]I've experienced many difficulties in the porting of a GM work to Construct; for example I've not been able to find an event similar to the "create" event in GameMaker (where the corresponding actions take place only at the creation of an object).[/quote:iv2kt4su]

"Spawn?"

Or "System: Create?"

When you spawn an object, any actions performed on that object in the same spawn event will only be applied to that object. For instance:

[code:iv2kt4su]
+On mouse click
->Player.Sprite: Spawn object Bullet.Sprite
->Set Bullet.Sprite angle towards MouseX, MouseY
[/code:iv2kt4su]

This will only set the angle of the bullet that just spawned, not any other bullets that might already be on the screen. It has to do with object picking. Any objects that you define specifically by any particular conditions will be the only ones affected by the action in the event. Spawning is a special case because it automatically picks the object for you, you don't need to define a condition.


I think the difficulties you're experiencing just have to do with unfamiliarity with the program... once you get into it you will see that it's actually quite logically organized.
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Post » Thu Mar 19, 2009 8:45 pm

[quote:287ykzz7]I think the difficulties you're experiencing just have to do with unfamiliarity with the program... once you get into it you will see that it's actually quite logically organized.[/quote:287ykzz7]

Yes, you are probably right, but at the moment I'm still a little bit confused about events.

Here it is a little example of my actual situation:
I place some isometric walls in the layout editor.
At the start of layout (runtime) I wish that every wall creates an invisible sprite used for
collision detection (instead of placing them manually in the editor).
Ok, I can choose the event "start of layout" to let the wall spawn the collider sprite and this is good,
but how can I achieve the same behaviour if a wall is created, for any reason, at runtime after the start of the layout?
In Game Maker this is easily achieved by selecting the object "wall" and, in the "create" event for that object, typing something like: "instance_create(x, y, collider)"
In this case the corrisponding action takes place only once, at the creation of the calling object.

With Construct I've tried selecting the event "wall is visible -> wall spawn object: collider" or "wall is on screen -> wall spawn object: collider", but colliders seem to generate at every frame (tick) instead of only once at the creation of the wall object.
I've tried a lot but I've not been able to find a solution yet.

Thanks!
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Post » Thu Mar 19, 2009 8:53 pm

There is no "on create" condition in construct, at least not yet. It sounds pretty convenient, though. Maybe devs could implement it? You can currently use some workaround, like testing if a value of a sprite is 0, and if it is, do something and change the value to 1. This way the event will perform once and only once per instance of an object right away when it's created, be it on the start of frame or at some point in runtime.
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Post » Thu Mar 19, 2009 9:55 pm

[quote="Malagant":35sp1cvy]but how can I achieve the same behaviour if a wall is created, for any reason, at runtime after the start of the layout?[/quote:35sp1cvy]

Check out the wiki entry for "Containers."

Basically, but your wall sprite and your collision mask sprite in a Container to link them. That way when you create one, the other will be created automatically (you still have to set the x and y though).

I cover some of what Containers can do in one of my Platform School tutorials... I don't mean to toot my own horn or anything but it might be beneficial to read them. You should go through the Ghost Shooter tutorial first, though.
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Post » Fri Mar 20, 2009 2:30 am

It seems like a lot of people are coming from Gamemaker (I was one of them) to check out Construct. Maybe it would be good to have "Construct for Gamemaker Users" tutorials. I know I had a lot of problems trying to do things in Construct that seemed easier to do in Gamemaker. Most things are just as easy if not easier in Construct, but the workflow is much different.
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Post » Fri Mar 20, 2009 9:03 pm

Ok, thanks for the suggestions!
I will try to make my own creation event with containers and/or value checking; it should not be difficult.

Concerning the Platform School I've red the first lesson for now.... very good tutorial!

[quote:2n340lj1]Maybe it would be good to have "Construct for Gamemaker Users" tutorials.[/quote:2n340lj1]

Agree! :)
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