The Daily Click ::. Projects ::. FableQuest Origin of the Phoenix Knight
 

Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

From MMF2 to Construct
Posted 23rd Sep 11, by Strife  
So I have the basics of the combat system rewritten in MMF2. I've made it so that every monster and NPC has a collision mask attached to it, allowing me to adjust their elevation in the game world, and I've also programmed the faction system so that monsters from different factions will fight each other just as much as they fight the player. It's pretty awesome how much depth it adds to the game world, and it no longer feels like every living thing is out for the player's blood. Almost like a simulated ecosystem of sorts.

Unfortunately, the amount of fastloops I need to make this work seamlessly is causing a considerable amount of lag. I can only have about 100 active objects in the frame before it starts slowing down, which is no good if I want to make dense forests or large mobs of enemies. After doing some extensive research on how I can optimize the code, I'm afraid there's really nothing I can do, as this is a built-in limitation of MMF2's software.

However, in my search, I learned of a freeware program called Construct Classic that contains many of the exact same features as MMF2, but provides quite a few shortcuts that simplify parts of game creation that would need complex workarounds in MMF2. It's like a mix between MMF2 and a raw programming language. The interface is surprisingly familiar, and the presence of an Event Editor means that I can easily recreate the events I've made in MMF2 so far.

Some immediate benefits I've noticed in Construct:

- Vastly improved object handling. Objects can have "Containers" attached to them, which means that you can link two objects together and they'll always act together when events are called. An example of this would be a Tank object acting as a Container for a Turret object. Whenever the Event Editor tests conditions for the Tank, only that particular tank's Turret will be affected instead of every Turret object in the frame. No fastloops or spread values required.
- A dynamic number of values and strings for each object. Objects don't have exactly 26 values and 10 string like in MMF2. You can add as many values and strings as you see fit.
- Backdrop objects can be placed above active objects, even on the same layer.
- In addition to a Hot Spot, objects can have as many Action Points as you want (Construct calls them Image Points).
- The default movements (Ball, Platform, etc) are actually really good and have fantastic built-in collision detection.

These are only the things I've noticed so far, and I'm sure I'll run into some other cool features once I grow more accustomed to the interface.

MMF2 is still really awesome, and I'll continue to use it for smaller projects, but it looks like Construct is better suited for the kind of game I want FableQuest to be. I won't be 100% sure until I migrate all of my events into it, though, so I'll have to see how far I can push it until it lags, if at all.

I've attached screenshots of MMF2's and Construct's event editors, for comparison purposes.
Preview

Preview


Posted by Klayman 23rd September, 2011

Thanks for this post. I've heard a lot of good stuff about Construct but I've always been a little hesitant to try it out. You may have changed my mind. Have you found any limitations to it yet? How does it handle alpha channels, scaling and other HWA type stuff?
 
Posted by Fanotherpg 23rd September, 2011

Construct got lots of nasty bugs and even it's creator Ashley - known better beyond us as Tigerworks (klik legend from Terminal Orbit and others back from TGF and MMF 1.x days) dropped it and left it's development to community so don't think it's so briliant.

Now he works over Construct 2 - where Construct Classic never reached build 1.0 because of it's unstability... So don't trust the book after the cover. He betrayed us and done a clone of MMF, and then run from commercial to open source to protect himself from any lawsuits from CT side but it's part of history no one here wants to tell.

Still some of the things in Construct 2 are done the right way and should be implemented in MMF2 - Event Editor is so much cleaner and with more icons... ROTFL. But it can export only to HTML5 ATM.
 
Posted by Strife 23rd September, 2011

Klayman - So far, the main limitation I've noticed is that games can only be exported as EXE's, so they can only be played on Windows systems. As for HWA-type effects, there's actually an entire library of shading effects you can give objects, which is pretty sweet.

Fanotherpg - If nobody wants to tell that part of klik history, then how else was I supposed to know?

Even with this knowledge, I still prefer to look at Construct as a utility rather than an extension of the person who made it. If it does what I need it to do, then that's all that matters. Of course, I must absolutely stress that I haven't made my final decision on what software I want to use, and I'll let everyone know as soon as I've run tests on the amount of lag I get.

For all I know, MMF3 could be released by the time I really start to get the ball rolling on this project, and Clickteam could potentially implement all of the extra features I want.
 
Posted by Shiru 23rd September, 2011

Ah good news ! Welcome to the world of Construct !!
 
Posted by Jon Lambert 23rd September, 2011

It's strange to read a post about Construct by a person that didn't know anything about it beforehand. Both refreshing and confusing.
 
Posted by Fanotherpg 23rd September, 2011

Some of good klikers like pkeod (Subsoap) is as well Construct user. I'm ATM using free version as well as Stencyl and Game Maker Pro. But probably I will change to Standard some time soon, but still my main platform is MMF2 Dev.
 
Posted by UrbanMonk 23rd September, 2011

I started using construct at one point because of all you mentioned, but then my cap file randomly went corrupt. I loaded a backup and started using that, then it got corrupt again. After the 3rd time I quit using it.

It seems that once a project gets to a certain size the program can't handle it. Best of luck to you!
 
Posted by Dave C 24th September, 2011

i'd be worried about making a huge project like this on software that isn't really actively supported anymore.. what happens if construct isn't compatible with windows 8? and no one updates it? i don't really know anything about construct though.. could be way off.
 
Posted by Eternal Man [EE] 24th September, 2011

Interesting that you didn't know about Construct.

For all I know it's main flaw is the instability and lack of support. Heck, even the Construct screenshot is broken!

I hope things work out for you, and if it doesn't, I hope you can keep motivation to revert to MMF2 again.


 
Posted by alastair john jack 28th September, 2011

Its not as bad as people say.
 


 



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