My plugin “Inventory Aid” designed to help with exactly that task has officially matured to version 1.00 and is available for purchase over at the Scirra store.
My most ambitious Construct 2 plugin so far is available now.
“Inventory Aid” was designed to help in the creation of grid-based game inventories, like usually seen in RPGs and other genres.
While it is of course entirely possible to build a complete inventory system within Construct’s event system alone, I find it much more convenient to have a specialized plugin to do the heavy lifting.
It keeps the event sheet clean and will potentially run faster too. Also for less experienced users it can remove a hurdle and speed up the development process significantly.
Go check out “Inventory Aid” in the plugin section.
Since I was annoyed at having to create yet another game menu in the event system of Construct 2, and maybe because I’m a little shit at it, I got into creating a new plugin dedicated to make this task as trivial as possible.
The plugin has recently reached usable status and therefore I’m being a nice guy and sharing it with the wide world. Also I’m hoping to get some useful feedback.
Check it out in the plugins section here or head over to the forum thread on Scirra.com.
For me, like for many other Construct users, one of the most fun things to do back in the day with Construct Classic was surely to mess around with sprite distortion.
Define a distort map, displace coordinates in Z space and watch how your previously flat world turns 3D. There have been some impressive showings using this feature, especially from math savvy users like the legendary Quazi (sycophant alert :D).
I also dabbled in some humble endeavors involving distortion, but my most ambitious idea in this direction shouldn’t really ever come to pass.
In my defense a blocky 3D look wasn’t quite as tired as it appears today and my goal was to create a level editor for something just like that. Cuboids made up of distorted sprites building the level scenery.
Having had a brief history with using GtkRadiant for Quake 3 engine games, I based the way the editor should work roughly on that.
Originally I dubbed this project the “Radioactive Satanism Engine” and it is probably better you do not ask why. Eventually the title would become the much more reasonable “Cuboid Engine for Construct Classic” or “CUE.cc”. Continue reading
Almost every year I think it would be nice to develop a horror game strictly in October, with the intention of releasing it on Halloween. Some kind of challenge you set for yourself. But unfortunately also almost every year, it doesn’t happen for me. But THIS year I carried an idea with me early on which gave me the proper motivation boost.
Although yes, I still didn’t get to release on Halloween. Of course I do have a proper excuse in this case – my motherboard decided to give in to 6 years of permanent use. Do not worry, I gave it a good burial.
With all up and running again it was only a matter of time. And today is the day, I just did release said horror game titled “NCD” via Game Jolt. It’s a short one, and it’s a crude one. And it’s absolutely only intended for adults.
Earlier this year I have been working on yet another match-3 game. Being developed in Construct 2, handling the whole logic in the event system can be a little tiresome. And certainly not ideal if you plan to use your engine again in another project.
My first proper mobile HTML5 game Ikoiki just got completed and is officially available as of today.
It’s a colorful puzzle game where you have to collect all cupcakes in every level. Make use of the power to flip the gravity direction, push crates, get keys, arm yourself with the mighty sword and even use teleporters to achieve your tasty goal!
Ikoiki is a fun casual title appropriate for all ages.