kabuto202
Sep 17 2010, 06:56 PM
Does this have support for communicating with PhP servers? How about creating a P2P connection?
Rukiri
Sep 17 2010, 07:02 PM
Huh, finalyl stable? Well, I've always said this was superior to Game Maker and I stand by that.
But, is python actually usable at this time? Cause, last time any code I'd write would just not work.. where as, it worked perfectly in pygame.
QUOTE (Rukiri @ Sep 17 2010, 09:02 PM)

Huh, finalyl stable? Well, I've always said this was superior to Game Maker and I stand by that.
But, is python actually usable at this time? Cause, last time any code I'd write would just not work.. where as, it worked perfectly in pygame.
Yes, Python actually works now; however some things (such as accessing behaviors are broken in 0.99.91) but are fixed in 0.99.93 (UNSTABLE)
QUOTE
Does this have support for communicating with PhP servers? How about creating a P2P connection?
Built-in support? No. However there are tons upon tons of great Python libraries which you can use in Construct, such as
PodSixNet, which allows you to have client-server communication. There is actually a tutorial on doing this on the Construct forums. If you want to connect to a MySQL database then you can use a library such as
MySQL for Python
Rukiri
Sep 17 2010, 08:59 PM
QUOTE (Ty @ Sep 17 2010, 08:25 PM)

QUOTE (Rukiri @ Sep 17 2010, 09:02 PM)

Huh, finalyl stable? Well, I've always said this was superior to Game Maker and I stand by that.
But, is python actually usable at this time? Cause, last time any code I'd write would just not work.. where as, it worked perfectly in pygame.
Yes, Python actually works now; however some things (such as accessing behaviors are broken in 0.99.91) but are fixed in 0.99.93 (UNSTABLE)
QUOTE
Does this have support for communicating with PhP servers? How about creating a P2P connection?
Built-in support? No. However there are tons upon tons of great Python libraries which you can use in Construct, such as
PodSixNet, which allows you to have client-server communication. There is actually a tutorial on doing this on the Construct forums. If you want to connect to a MySQL database then you can use a library such as
MySQL for PythonWhich version would you recommend for a nds esque rpg?
QUOTE (Rukiri @ Sep 17 2010, 10:59 PM)

QUOTE (Ty @ Sep 17 2010, 08:25 PM)

QUOTE (Rukiri @ Sep 17 2010, 09:02 PM)

Huh, finalyl stable? Well, I've always said this was superior to Game Maker and I stand by that.
But, is python actually usable at this time? Cause, last time any code I'd write would just not work.. where as, it worked perfectly in pygame.
Yes, Python actually works now; however some things (such as accessing behaviors are broken in 0.99.91) but are fixed in 0.99.93 (UNSTABLE)
QUOTE
Does this have support for communicating with PhP servers? How about creating a P2P connection?
Built-in support? No. However there are tons upon tons of great Python libraries which you can use in Construct, such as
PodSixNet, which allows you to have client-server communication. There is actually a tutorial on doing this on the Construct forums. If you want to connect to a MySQL database then you can use a library such as
MySQL for PythonWhich version would you recommend for a nds esque rpg?
Any version should suffice. The most recent version of Construct is 0.99.94 (UNSTABLE) which can be downloaded
here.
Rukiri
Sep 18 2010, 02:20 PM
Okay, I messed around with it. But, I'm having problems keeping my 512X448 windows size being constant.
QUOTE (Rukiri @ Sep 18 2010, 04:20 PM)

Okay, I messed around with it. But, I'm having problems keeping my 512X448 windows size being constant.
Can you please elaborate on what problems you are having? Are you talking about layout sizes, or the main runtime window not staying at a constant size? or maybe scaling problems? If you can elaborate on some of the problems you are experiencing I'll try my best to help you out.
Rukiri
Sep 20 2010, 04:28 PM
Runtime window, sorry just use to setting windows sizes via game maker's layout settings.
QUOTE (Rukiri @ Sep 20 2010, 06:28 PM)

Runtime window, sorry just use to setting windows sizes via game maker's layout settings.
The Runtime resolution can be changed within the Project Settings or by using the 'Set Display Resolution' expression.
X-M-O
Jul 11 2011, 02:26 PM
I've been interested in this for a long time, but I just checked Construct recently for updates and found that they now have a browser-based version of Construct (called Construct 2) that is compatible with HTML 5!
I'm excited about this! D=
Today was the latest release (r47.2) and it's looking great!
Highly recommend this to peoples who want to develop something usable through a web browser! (It's extremely easy to use.)
Anyway, thought the update was necessary, since the last one was late last year.
Has anyone else come across this update yet?
I'm, curious as to whether or not anyone is currently using this system. =]
Rukiri
Jul 11 2011, 06:19 PM
So is Construct Classic(construct 1.0) finally done? Nice that HTML5 is supported as all OSs can play the game just linux or mac users could make the game.
Wonder what's all added to the final version of classic?
X-M-O
Jul 11 2011, 10:29 PM
I'm unsure, but I do believe that it is completed. I'll go check the stats some time and see if I can post up a list of releases and fixes, etc. =]
Kazesui
Jul 12 2011, 12:39 PM
QUOTE (X-M-O @ Jul 12 2011, 12:26 AM)

I'm, curious as to whether or not anyone is currently using this system. =]
Been using it myself and even made a tiny game in Construct 2
Click here for some browser game actionAs for construct classic, it seems more to be an issue of having left further development of it to the users while Scirra themselves (which seems to consist of 3 people or so) have gone over to concentrate on Construct 2. That's at least as far as I've gathered from lurking a little on their forums.
X-M-O
Jul 12 2011, 01:14 PM
Hey, that's a pretty fun little game! >:3
Do you have any others? =D
Need to make a Brick-Breaker Pinball game...
Kazesui
Jul 12 2011, 02:16 PM
I have a tiny game (about 5 minutes of gameplay) which I made in Construct Classic for a 24 hour contest.
Was my first serious attempt at making a platformer with the engine itself, so it's a bit crappy in several places. Might even need some directX patch if you're on Windows Vista or 7
Construct Classic game here (not a browser game)
TheBen
Jul 12 2011, 04:58 PM
Hmm... I like Construct in terms of being able to do some normally complex things easily, but the real limitation is really the
some part to me. If it isn't easy, then it's often harder than it would be if you were doing it with, say, RPG Maker or Game Maker. This is mainly due, in my mind (and it's not much of one, so take this with a grain of salt), to a lack of... Python... integration, I guess. System.Create() is sort of ruined, since object memorization in that respect is apparently nonexistent, and accessing behaviors is... well, let's just say that it may or may not be impossible.
But WHO CARES?! You have linear interpolation, pixel shaders, a rapidly growing fanbase with plugins and effects ranging from Perlin Noise to Alpha Thresholds, inborn physics and collision detection, AND... no real instruction manual, except for the Sourceforge Wiki. But it's more fun that way.
Thanks for bringing this post back up from the grave, X-M-O. Always wanted to post about this thing...
X-M-O
Jul 12 2011, 05:09 PM
Yeah, I'd love to see some more games designed to play in the browser. Especially if they can have multiplayer capabilities! ^^
That's the main reason I brought up this topic, because I'd like to see us start hosting some web-based games on RRR (if possible, still need to see what is possible and all that, lol).
There are a few key differences between Construct 2 and Construct Classic. The most obvious one in Construct 2 currently only runs in a HTML5 compatible web browser, however Construct 2 is designed to be much more powerful than Construct Classic once it is developed further. In the future, Construct 2 will also be able to export games using OpenGL in an executable form, so it won't be limited only to Web-based. The next difference is WHY Construct 2 was made in the first place. Construct 1 has some bad design decisions, which makes building a large complex game challenging, although not impossible, you will have to learn how to work around bugs and some crashing issues. Next, Construct Classic is FAST. It literally blows Game Maker out of the water in terms of performance.
Personally, I recommend you use Construct classic for now, until Construct 2 is further developed. But once Construct 2 is done, it will be able to do everything Construct Classic could, but without any of the annoying drawbacks.
amaro57
Jul 14 2011, 12:46 AM
It's actually pretty easy to make some type of games with Construct. But you could view R1 as a warm up for the coders, Construct 2 is now the real deal.
I could've sworn there was a Python plugin somewhere but I can't find it.
Rukiri
Aug 3 2011, 11:05 PM
I'm going to bump this for the reason being that construct 2 doesn't state if it still uses python or not.
I can see Construct being used to create an RPG but with the way the event system works it does not see plausible when it comes to game dialog as it's easier to write, Game_Dialog("Hey man, going out on the town?"); than to use construct's event system and I think that's why RPGs were held off for so long and still are.
Now Game_Dialog is a custom function that you'd write in Python and you simply just call it like you would in Ruby with RPG Maker XP/VX(Except I still find pure Ruby more versatile than RMXP/VX due to the fact I'm not limited by RM it self)
I plan on making a zelda/seiken densetsu like kit with it if anyone wanted to help, still haven't decided on either construct 2 or classic. As I dunno if python is still supported.
No, Python is not present in Construct 2. Instead, Construct 2 is using Googles V8 Javascript Engine (http://code.google.com/p/v8/) which allows you to extend both the Editor itself and the run time fairly easily using JavaScript. In Construct 1, you had to know C++ to extend the editor and use Python for run time related things. Now all you need to know is JavaScript.
However, that is only for the current implementation of Construct 2. When a EXE exporter is finally made for Construct 2 it will not use JavaScript , but there is no information on what it will use at the current time, other than C++.
Rukiri
Aug 4 2011, 10:43 AM
QUOTE (Ty @ Aug 4 2011, 02:25 AM)

No, Python is not present in Construct 2. Instead, Construct 2 is using Googles V8 Javascript Engine (http://code.google.com/p/v8/) which allows you to extend both the Editor itself and the run time fairly easily using JavaScript. In Construct 1, you had to know C++ to extend the editor and use Python for run time related things. Now all you need to know is JavaScript.
However, that is only for the current implementation of Construct 2. When a EXE exporter is finally made for Construct 2 it will not use JavaScript , but there is no information on what it will use at the current time, other than C++.
Hmm, why would you think it's C++ for the .exe exporter?
QUOTE (Rukiri @ Aug 4 2011, 12:43 PM)

QUOTE (Ty @ Aug 4 2011, 02:25 AM)

No, Python is not present in Construct 2. Instead, Construct 2 is using Googles V8 Javascript Engine (http://code.google.com/p/v8/) which allows you to extend both the Editor itself and the run time fairly easily using JavaScript. In Construct 1, you had to know C++ to extend the editor and use Python for run time related things. Now all you need to know is JavaScript.
However, that is only for the current implementation of Construct 2. When a EXE exporter is finally made for Construct 2 it will not use JavaScript , but there is no information on what it will use at the current time, other than C++.
Hmm, why would you think it's C++ for the .exe exporter?
Because that is what one of the devs said, but they are unsure if they are going to use Python again for the EXE Exporter for extensions/plugins. LUA is another language that was thrown out there, but the EXE Exporter is a long way off still, and adding a scripting language to it is further still.
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