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Sonic Construct Worlds Proper port by me.

#46 User is offline Kharen 

Posted 12 March 2012 - 08:59 PM

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Wait a minute, did the version for the original Construct ever get finished? I was kind of waiting for that one, I didn't want to have to pay money to use Construct 2. What are the differences between the two engines anyways?

#47 User is offline StreakThunderstorm 

Posted 13 March 2012 - 06:02 AM

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I haven't finished it yet. Its still at 0.9. Its actually very far along though. I don't see why people can't start messing with it now.

#48 User is online Candescence 

Posted 16 March 2012 - 03:48 AM

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Alright, update. The .capx has been updated, with:

- Input fixed properly, thanks to a fellow over at Sonic Fan Games HQ.
- Animations are fixed up and ready to go, though animation speeds do need tweaking, such as running.

Currently, the main issues are stemming from moving on slopes (and possibly on edges). It may be a collision issue, I'm not sure. I sincerely doubt collision polygons are the reason.

#49 User is offline Azu 

Posted 16 March 2012 - 04:28 AM

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I wonder how many people actually owns Construct 2. :v:

#50 User is online Candescence 

Posted 16 March 2012 - 04:44 AM

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View PostAzu, on 16 March 2012 - 04:28 AM, said:

I wonder how many people actually owns Construct 2. :v:

I wouldn't know the answer to that, but C2 is a relatively new product, even compared to its predecessor. That being said, it's rapidly catching up with said predecessor in functionality (only Containers to go), and otherwise being more or less better than Classic in so many ways (ESPECIALLY stability), and with Awesomium getting WebGL functionality, C2's HTML5 export is likely gonna get an EXE wrapper, which should at least satisfy people who've been wanting EXE export to some degree.

I imagine more people will use C2 the more word is spread.
This post has been edited by Candescence: 16 March 2012 - 04:45 AM

#51 User is offline Mr Lange 

Posted 16 March 2012 - 04:20 PM

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And aside from the fact that C2 is missing all of the plugins that made Construct worth using, the fact that they prioritized a web player over a standalone export is nothing short of psychotically infuriating. I had really hoped people still knew their priorities but it seems they're more interested in catering to the buzzword babbling morons that they're actually willing to trade in practical usage to satisfy this irrational demand. Web player comes SECOND after standalone executable. Period.
What they've done is create a worthless heap of garbage and charge money for it. And now you say that they will need a wrapper to force the HTML5 exporter to an executable? Is that a joke? Please tell me it is.
Its really sad they've turned everyone's heads away from Construct 1, because its really a superior software and deserves more support. Stability is only a consequential hindrance but it does not sacrifice its actual practical usage. Saving often takes care of that at least and it automatically makes backups.

#52 User is online Candescence 

Posted 17 March 2012 - 03:51 AM

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Quote

And aside from the fact that C2 is missing all of the plugins that made Construct worth using,

Which would be...? Please, enlighten me, because I think that's bullshit.

Quote

the fact that they prioritized a web player over a standalone export is nothing short of psychotically infuriating. I had really hoped people still knew their priorities but it seems they're more interested in catering to the buzzword babbling morons that they're actually willing to trade in practical usage to satisfy this irrational demand. Web player comes SECOND after standalone executable. Period.

There was a variety of reasons behind using HTML5 as the initial export, including being able to play games on a variety of platforms other than Windows, and javascript making it easy for plugin-makers to make, well, plugins. It could be worse - they could've gone with Flash, which is a piece of shit.

Quote

And now you say that they will need a wrapper to force the HTML5 exporter to an executable? Is that a joke? Please tell me it is.

It's a temporary measure, not an actual substitute for a C++ executable. They know very well that an executable export is in high demand, but it'll be some time before they start work on new exporters. So, since Awesomium has WebGL support, which is pretty bloody fast, they can at least provide a temporary executable option that, while it isn't amazingly fast, is reasonably so.

Quote

Its really sad they've turned everyone's heads away from Construct 1, because its really a superior software and deserves more support. Stability is only a consequential hindrance but it does not sacrifice its actual practical usage. Saving often takes care of that at least and it automatically makes backups.

You say that like everyone's forgotten about Classic - news flash, people still use it, and it's still getting updates from community members.

#53 User is offline DimensionWarped 

Posted 17 March 2012 - 10:42 AM

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View PostMr Lange, on 16 March 2012 - 04:20 PM, said:

And aside from the fact that C2 is missing all of the plugins that made Construct worth using, the fact that they prioritized a web player over a standalone export is nothing short of psychotically infuriating. I had really hoped people still knew their priorities but it seems they're more interested in catering to the buzzword babbling morons that they're actually willing to trade in practical usage to satisfy this irrational demand. Web player comes SECOND after standalone executable. Period.
What they've done is create a worthless heap of garbage and charge money for it. And now you say that they will need a wrapper to force the HTML5 exporter to an executable? Is that a joke? Please tell me it is.
Its really sad they've turned everyone's heads away from Construct 1, because its really a superior software and deserves more support. Stability is only a consequential hindrance but it does not sacrifice its actual practical usage. Saving often takes care of that at least and it automatically makes backups.


The fact that you are getting so uptight that some open source developers left open source for proprietary in order to make a little money is ridiculous. Of course Construct 2's feature set isn't up to snuff with Construct Classic yet. It was made for a completely different purpose and is in its infancy.

And if you don't like the fact that Construct Classic isn't being developed by the Construct 2 guys anymore, fork it.

#54 User is offline StreakThunderstorm 

Posted 17 March 2012 - 02:59 PM

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I don't personally care that they dropped CC for C2. I just don't like what C2 is made for. I don't particularly find mobile gaming interesting. I certainly wont be paying for C2 so I can develop in it.

#55 User is online Candescence 

Posted 13 May 2012 - 02:44 PM

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Arguments aside... Progress!

Playable Thingy! (Controlled with arrow keys and shift)

Construct 2 .capx, release 90, requires Standard license (also requires the Function Plugin)

- More than a few engine fixes
- C2 release 89 added the "anglerotate(start, end, step)" expression, which Classic had.
- Finally added DW's debugger thingy.
- I've also fixed up a couple of slope detection events that I realized were done a bit wrong, and is making the angle detection work much better. You can now go up large curves and loops properly! With a lot of speed, oddly enough, seems to cock up at lower speeds. Regular slopes work perfectly, right now.
- Platforms now work.

Known problems:
- For some odd reason, you can't roll upon landing.
- It's easily apparent that the player doesn't rotate fast enough. This results in some awkward results when trying to move up slopes or loops.
- In certain slope situations, Sonic spontaneously stops for absolutely no reason. It may or may not be the result of certain sensors mucking things up when they shouldn't be.
- I just discovered a limitation of the Classic engine that carries over to this one - if you don't have a gap of wall between a curve slope and a floor, you will immediately move onto the floor once you've gone up the slope rather than flying off. Granted, this can be easily worked around with level design tweaks, but I still call shenanigans. :v:

#56 User is offline Azu 

Posted 13 May 2012 - 07:44 PM

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Can you make like a exe or something for us who don't have CC2?

#57 User is offline Aerosol 

Posted 13 May 2012 - 07:49 PM

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The "playable thingy" link plays in browser though.

#58 User is online Candescence 

Posted 14 May 2012 - 12:41 AM

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Pretty much. The playable test link can be played by anyone with a HTML5-compatible browser.

#59 User is offline Kharen 

Posted 14 May 2012 - 04:21 AM

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I tried it a little bit ago, and I'm not exactly sure what I think. Things seem a bit off, but I can't quite put my finger on it. I like that it still feels somewhat sonic-y, and it's much better than what I can do, but it's not quite there. Sorry I'm not that helpful in describing it.

#60 User is offline Azu 

Posted 14 May 2012 - 04:47 AM

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View PostCandescence, on 14 May 2012 - 12:41 AM, said:

Pretty much. The playable test link can be played by anyone with a HTML5-compatible browser.

Free version only allows up to 100 events, right?

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