That would also allow us to clearly distinguish between the game and the level editor code as it would be purely JS with some glue code to expose functions to Construct’s functions system.Īnd since it’s purely JS, I decided to experiment with lightweight component based frameworks like Preact, and Lit HTML. That would allow us to have HTML’s freedom, while still writing all the code inside of Construct. My first idea was to write JS that would inject additional HTML and JS to the game’s page and would toggle between showing and hiding them at will. We know what we want to do, now how do we do it?Ĭonstruct’s UI elements are very limited and making a full editor in it would be pretty hard, but if it’s not made in Construct, that means it will need to be done as an external tool, and that comes with its own set of problems. I thought “Hey, his levels are just a huge list of actions that are ran at specific timings, I’m 100% sure this can be automated”, and I told him I’d be down to work on it as soon as I was done with my current work.Ī few weeks later, I was officially in the team. He said no, because it would be way too much work for him. Some evening, I was watching his dev stream, and another beta tester asked if the game would have a level editor. I had kept in touch with him, and had followed the game’s progress and joined the beta testing program. I was already very stoked by the Scirra Arcade demo, so I asked him to keep in touch. Hawk was working on a rhythm Bullet hell game on Construct 3 with plans to complete it within a few years and publish it on Steam. We quickly took it down, and this is how I first met InsaneHawk. Sadly, one community member thought it would be a good idea to take a construct project from the Scirra Arcade, change a few sprites and send it to the jam. We even made a website and hosted it ourselves at the time.
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