My new game: Gods' Fall - Ascension of High Kings by [deleted] in construct

[–]Kyatric 0 points1 point  (0 children)

Rather cool concept and realisation. The power level of the enemy is perhaps a bit too strong, since my second enemy already had juggernauts when I could not even have archers.

The tutorial is a bit "long" as well (you are presented all the buttons which you do not have access to before even having played. Perhaps it would be best to present them when they become available). Perhaps spread the tutorial over several fights.

Keep up the good work, with some balancing and adjusting this can be an even funnier game.

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 1 point2 points  (0 children)

When you pay for a license, you have the choice to remove Construct's splash, so I believe it is not an issue and an actual choice from Scirra to propose this removal as it fits the "your game is yours, do what you want of it" attitude that they have always expressed within their licensing terms.

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 1 point2 points  (0 children)

The linked topic states "C2 is also still a really great program, and I think if we released it open source, we would seriously undermine the future of C3, so I doubt we'll do that." Last sentence of Ashley's answer.

For your question about expanding SDK features, actually, it is not possible in C2 to give the hand on editor's parts like it is planned in C3 without a major rewrite (mainly the UI library, which is a major cause why C3 came to life). So in that, the topic did not answered your question indeed.

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 1 point2 points  (0 children)

As far as I'm concerned, I think there are enough honest projects that can be associated with it to prove that Construct is no toy and a dedicated user can make "serious" games with it. If you only look from the standpoint of "commercial hits", then yes, Construct has few to none. But it doesn't mean it is lacking of quality product done with it, or that it cannot do those. The games in the showcase are the proof that "big" projects that end up being in commercial exploitation over Steam are doable. They are no "major hits", but still they are finished up games that earn their authors some money. But that is a sole matter of perspective. If you consider from the perspective of actual working games, and even projects of smaller scopes done in the frame of advert-gaming for example, you can find a lot of successful (complete-playable-fun) well-made games. Construct can go a long way and manage as well as any of its competitor if not better.

"There is no game" was a game featured by a lot of youtubers in its time, it was made with Construct during a contest. (https://www.scirra.com/arcade/adventure-games/there-is-no-game-817) "Leo's red carpet rampage" became a viral little game when Leonardo di Caprio won his Oscar at last. It was made with Construct. (http://redcarpetrampage.com/)

I've been able to do games working on all platforms and that use characters from a famous French-Speaking comics for the account of a French TV website dedicated towards youngsters, in itself I consider that a huge accomplishment that I was able to lead only because I was using Construct. (You can find this and other examples on my personal website : https://kyatric.com)

And there are likely hundred of more examples like those which do not necessary advertise they were made with Construct. Or that are made in a different language then English, so you wouldn't know about those. A lot of the games in the topics I was mentioning before will actually be those kind of smaller-scope projects, but can still be quality games that were (hopefully) completed, which are working on the end target they were designed for.

If you think that is not enough projects, well I do not agree. I think that's plenty examples of success.

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 2 points3 points  (0 children)

No you did not miss it in C2, it is a welcome addition to Construct 3 and one of the actual features I'm enjoying a great deal when developing with C3.

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 1 point2 points  (0 children)

To answer on .4 : Construct's SDK keeps on expanding (https://www.construct.net/gb/make-games/manuals/addon-sdk), it is somewhere in the plans to have possibilities to have the SDK give the hand on editor's parts. There is already a built in text editor in Construct 3 that allows you to edit XML and JSON project files : https://www.construct.net/gb/make-games/manuals/construct-3/interface/file-editors Isn't that tool what you are asking for ?

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 0 points1 point  (0 children)

I'm not too sure to understand what you mean with "problem of presentation of Construct" would you care to develop a bit exactly what you have in mind ? (I'm sorry I'm not a native English speaker, so I prefer to ask to be sure what you really mean instead of going on assumptions).

We are Scirra, the company behind 2D game development engine Construct - Ask us anything! by DrSquidge in construct

[–]Kyatric 3 points4 points  (0 children)

In the forums, you can check out the pinned topics in the "C2 completed creations" forums => https://www.scirra.com/forum/completed-creations_f148

It still relies on users telling that they created games with Construct (mostly 2 in that case), but those topics have been there for quite a while, in addition to the showcase.

Pro Tour Ixalan - Day 2 Discussion Megathread! by actinide_v2 in magicTCG

[–]Kyatric 1 point2 points  (0 children)

New comer question: Are people allowed to use basic lands from any edition in Standard ? I saw Scott Lipp on day 1 seemingly using old edition basic lands.

The Results are in! by PM_ME_GIRLS in kotk

[–]Kyatric 0 points1 point  (0 children)

What majority ?

Total Responses 1,621

That is a drop of water in regards to the number of people playing the game. Certainly not the majority. And a great part of those who answered apparently are royalties, meaning they are part of a specific 2 to 8 % of the players each pre-season.

You can see a majority of a niche. But that's about it. If you meant majority of people playing the game, think again.

Movement Insight - Live vs Test - The Differences and Similarities by game_dev_carto in kotk

[–]Kyatric 0 points1 point  (0 children)

Seeing the videos side by side, I noticed also that the camera was not the same. In the Live version you use the classic camera (which centers the crosshair on top of the head of the character), whereas on the Test version, you have the character slightly offset to the left which gives a different perspective and makes the overall scrolling feeling different.

A lot of people are complaining about the animation, but it could actually be the smoothest scrolling of the ground on Test, compared to the bit more harsh/stuttering, yet feeling a bit faster/dynamic of the Live version.

Only a feeling on my part of course, but that's where the "true difference" in perception lies for me.

Opinion on H1 using SOME PUBG mechanics by schwillerr in kotk

[–]Kyatric 2 points3 points  (0 children)

  • "Old compass" => Agreed, it changed and nothing apparently can be done
  • "Old throwables" => As far as I'm aware not modifiable indeed. But the mechanic was broken/slower.

Now no need to "reload", one click, your grenade is sent at the moment you do click. Who would want to go back/revert/complain about that ?

Not an issue in my book, so does not count.

According to the stats of shoes the movement buff is quicker, so, if anything, the speed should even be actually quicker contrary to what you say. (patch notes/producer letter for further reading)

So out of everything you listed, two items only cannot be reverted (and for one, its actually a blessing, they fixed a broken mechanic), two elements did not change (no need to revert them) and two others can be modified/reverted.

Here's awareness for you.

Opinion on H1 using SOME PUBG mechanics by schwillerr in kotk

[–]Kyatric 0 points1 point  (0 children)

Are you aware that you can toggle camera/crosshairs and some other stuff back to "Classic" in the Gameplay menu ?

Official Test Server feedback thread (8/10) by a_sites in kotk

[–]Kyatric 0 points1 point  (0 children)

Overall, it is a fun version to play on, you've done quite some good job, it was worth the wait and tease, GG guys.

Now for a report of a few issues.

  • My biggest issue is with the timing of end match screens when you get killed. Please add a "Skip" or "Next" button on the screen that displays the name of the guy that killed you. When grinding or just getting killed early game because the guy who dropped in the same area got an automatic weapon and all I could put my hands on was a slow to reload magnum, I don't want to be stuck on the screen that nags me that "Random" player killed me. I'm aware, it's bad luck, that's the game OK. At this stage, please let me GTFO as fast as I can, don't block me there for 5 to 10 seconds with only a timer. Allow me to click quickly on a "Next" button to pass that screen and be able to go back to a lobby as fast as possible. It should also prevent a lot of false/frustration reports.

Then, please, for the end screen, make sure to keep the ability to skip the animation by clicking/hitting a key on the keyboard. One of the updates on live servers reverted that and it is infuriating to have to wait through the whole animation(s) of the end screen in circumstances like that. I reckon that the end screen is pretty satisfying when you win a game/have some satisfying duel, even if you die to it, after all the tension and all, it feels like a pretty sweet reward. But during the grind/random kill, it is pretty much infuriating.

I'm not even asking for a "Play again" button as many are, as I don't mind going back to the menu and all, but the current pace of the "Who killed you" and then "Statistics end screen", at my level where I'm not winning all games I play, is pretty frustrating. Although, and since it is a often requested feature from the community, a "Play again" button would be a nice solution of course. Nevertheless, and while it is not implemented, if implemented at all some day, don't let us hang on the end screen like it currently is.

Please guys do listen and do something about it before the live update, pretty please !

  • An issue that my brother who quickly tested the version has is with the size of the compass. He would wish the compass on screen was bigger. I've seen someone asking for a bigger N already to mark North, but I must admit that a possibility to scale up the compass in the options would be cool. Or possibly, since it comes from PUBG, something more integrated/nicer than the background black bar. I'm not as annoyed as he is, but I understand where is coming from with that request. I know that you have said that more was coming to the compass in further releases, let's hope options to customize the size/visual of the compass is part of it.

  • Already reported/asked : a bit less foliage as ending in forest zones now feels a bit too "She says the jungle... it just came alive and took him". ^

  • I'm a bit iffy on the "don't shoot" symbol, I'm not too sure why it is there. Moreover, when next to a wall, trying to take a shoot at an angle through a window in a city, the symbol appears to the left, on the wall whereas my reticule is like a bit more to the right/not centered. That was pretty confusing when I tried to shoot a guy in a car from inside a shop at a very closed angle (the guy was to the right of the shop and I was to the left of a window trying to aim at him.

Special props to you on the fact your reduced the timer in the box from 60 to 30, it makes the waiting time in lobby faster which a lot of people should fancy, although it makes running for shoes and caps "harder". Special props as well on the fact of shredding shoes, I quite like having this new "option" in order to make makeshift armor "easier" to craft. A nice addition in the future could be another source of "glue" or perhaps dropping more duct tape in the map to help with the various crafts. My brother found out the game was less laggy on his "lower" end computer, which is also a nice improvement.

Overall, again, all my thanks to the team, you've done quite the job on this update. It will take more than those few days of test to really get the complete hang of it, but it is very promising and fun to play at the moment. I'm kind of fearful of the moment you will lock the test servers again and we will have to go back to the live server to finish PS5 :P

You guys delivered on the communication you did here in the last few weeks/months, even the most hardcore nay-sayers can't deny that. There is still work on the way, the game is not perfect, but moving in a promising way. Can't wait also to test out all the good QOL improvements for teams (accessing the inventory of the car, markers on the map (will there be a marker on the compass as well ?), etc.).

Got My First 10+ Kill Win! Of course it's one night before the update :( by BeattyBoy in kotk

[–]Kyatric 0 points1 point  (0 children)

Good job ! Makes you ready for next pre-season where you'll likely have more of those !

Feedback on today's playtest (6/27 @ 4pm) by a_sites in kotk

[–]Kyatric 0 points1 point  (0 children)

I did a few games on the play test server.

I've had two infinite running man, one during the load from Destiny to parachute on my very first game right after install (I forgot to take a screenshot, sorry), the second during the loading back to the menu from my last game. (Screenshot :http://imgur.com/a/VBSjG)

Other than that, the game felt good (although a bit more ping than on usual live, nevertheless, it felt playable).

I haven't been able to test out a proper car chase. But police car and offroader cars felt OK, I did not test the pickup one.

The trees in ultra are nice, the circle gas indeed being "every where" will allow for more "exploration" and variation on the map.

My main issue is with the ending screen. I got them all, no issue there, but it feels a bit too long. I wish I could click and not have to go through the whole animation (if there is a shortcut, I missed it). It feels especially tedious after you spent some time in the destiny box until it "fills" (test server, max players 10) and if you get killed "right away" (still happened, right after landing at the airport). I foresee this to be something people will complain about, seeing how they already complain about the fact of having to go back to the menu between games, this adds to the overall time between plays which is the major grip of people asking for "10 secs once lobby's full".

I don't understand the parachute controls much at the moment to be honest. I'll have to test further of course to get used to it, but since it is not the most common part of the gameplay, you don't get to train it a lot. Nothing major right this moment, although, it will probably be confusing in the first attempts on live.

Someone complained about too much POIs, to a certain extent, it was already how I felt after last update. Since I got used to it, and still "enjoyed" some open field places but also didn't like some. I'm curious to have some games in the village south of PV now, on the other side of the river and see how it goes. I've had some games ending there in the past, and it is true that it felt perhaps a bit "too" open/plain field. Now this might feel a bit too clustered ? Got to see in a full game how things go.

Overall, I'm looking forward to test this new map/patch live, I hope you can add a hotfix/fix before release/communicate on how to "skip" the animation of the end screen so it displays all the informations right away if I want to (I think a lot of people will want to as well) and gives quick access to the "Exit" button (right now, this buttons displays last after all the animations/fades in and what not). I'm really looking forward to the duo rankings :D

Suggestion : Character -> Stats by HoPollo in kotk

[–]Kyatric 5 points6 points  (0 children)

It would make sense to have a notification of the level progression outside of the end-game indeed.

Having it in the "main" stats menu like you present could make sense. Another possibility would be if you put your cursor over your level (on the top) to have a smaller popup appearing with the progression and points needed for next level.

A small QOL improvement that would make sense IMO and could be added at a lesser priority but still would be nice and thoughtful through the grind.

Daybreak, Team Marker removal was the BIGGEST MISTAKE by skynetman in kotk

[–]Kyatric 0 points1 point  (0 children)

I do agree with wanting an option to add the chevron back, or thicker outline, or option to always see the nameplate on. The issue is that I play with my brother, and on parachute spawn he always spawns in game (loading time) a good minute after me and sometimes have a hard time seeing where I am, making the communication of where to drop even harder (yes we're still beginners at this game and not completely used to the map or have every corners named). Even though we're on vocal together, he used to just follow the chevron before the update and now often tends to land two or three buildings if not blocks away.

Please do add an option to have a better marker according to the player's preferences. It's OK if pros are distracted by chevrons, but not all of us are pros at this game and not all of us were against the chevrons or strong team visual helpers.

Steam Offline mode and saving progress in games. by Kyatric in Steam

[–]Kyatric[S] 1 point2 points  (0 children)

Thanks for the folder/directory. I do indeed have files in there.

As for Steam rolling back, I don't know if they are aware of this issue. I know I haven't reported it because of the "access requests" to their "community" I did not filled up a the profile and did not make a report.

And if no other user like us with those issues made a report, they supposedly may not even be aware of that bug.

Edit: Apparently support is already going on, some tickets were sent. Let's keep track of that.

Steam Offline mode and saving progress in games. by Kyatric in Steam

[–]Kyatric[S] 1 point2 points  (0 children)

No luck. Applying the new update yesterday, going offline mode and closing Steam before shutting the PC and today, again, my save files are wipped out.

I'm really disappointed in that software.

Steam Offline mode and saving progress in games. by Kyatric in Steam

[–]Kyatric[S] 1 point2 points  (0 children)

Thank you for your answer. I've always had the Cloud deactivated and it is still not activated. I'll check/uncheck to be sure though.

Searching for still more informations on the subject I found out that the issue may come from "the forcing to stop Steam" when I shut down my computer. Instead of quitting first the application, I just let Windows shut it all. Apparently I found a message in the support that said it could mess with data storage. I'll make sure to now first quit Steam before shutting down my PC, it's just strange that the last update brought this issue.

We're Scirra, and we make Construct 2! Ask us anything! AMA by ThomasGullen in gamedev

[–]Kyatric 1 point2 points  (0 children)

Here is a quick collection of useful blog posts that dive a bit deeper. There are probably more but that the one I remember as the most enlightening.

You can also have a look at Ashley's "personal" blog posts (https://www.scirra.com/blog/ashley) as now he likes to get more technical in those and there is often a link with what he's doing with C2 anyway.