Request a Tutorial

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  • Discuss what topics you'd like to see covered here.

    Some guidelines:

    • Be sure to browse through the Tutorials forum first... what you need might already exist!

    • Try to be as specific as possible... in other words don't just say "I want an RPG tutorial." What do you need specifically? A battle system? A dialogue system? Etc. You're more likely to get someone willing to tutor you on a small portion of a game mechanic than to get a full-fledged game... especially one as complex as an RPG.

    • Let's keep lazy answers to requests out of the thread, please. If someone asks for an example, don't reply with "oh you can just do that with ______ " and leave it at that. Make an example, or post a link to an existing example. Otherwise please refrain from replying at all.

    • This is not a substitute for the Help/Tech forum. Don't ask for a tutorial simply because you're stuck on a technical issue. Make a Help/Tech thread instead. Full tutorials should be reserved for overall techniques and examples of more complex game logic, not necessarily the workings of individual objects. There might be exceptions of course, but let's leave this as a general rule.

    • You may request a non-Construct tutorial if you need one, such as for Photoshop, sprite art, making music or sound effects, etc. In this case, lazy answers are allowed! Several examples of such tutorials are available on the web, so it's okay to post links to those in reply to such requests. Someone may know of some good ones out there. Of course, you could always make your own such tut and post it in this forum too...

    • Please keep in mind that tutorials can be a bit hard and time consuming to write! If your request doesn't get made it's probably nothing personal.

  • This space reserved.

    A list of common, useful tutorials on basic subjects will go here. If you want your tut included in the list, PM me and I'll consider it.

    (If it doesn't get added, don't take it personally, I want to keep this list light and concise)

    For a more detailed list covering multiple topics, check out this thread by Jamesx:

  • Well. I dont know if this isnt too much to ask but...

    Randomly Generated Levels and Techniques Used

    Think diablo, or Desktop Dungeon.

    Not a word about the sprites or graphics - just the mechanism.

    Making randomly generated map is damn easy. but setting some guidelines? thats something diffrent which i am still learning.

    Like using array for that. Or just PV's and Random(number), or droping a "drill" object with random or semi-predetermined pattern which will set the cross tiles.

    All of this is hard by itself as for top-down, ISO levels. But for a platformer? thats beyond my limits of thinking.

    Any topic regarding procedural generation will get instant-bookmarket by me.

    I would like a tutorial for a very custome event-based behaviours too. Something more then left-right-jump thing. For example - anybody played Castlevania saga? sliding, slide-kick from air, uppercut and all other fansy movements. Or another one - call me an idiot but i dont have ANY idea how to make "jumping" for a top-down or ISO game. especialy as the jumping would be used to go across a ground obstacle for e.g

  • * Random fractal maps

    * Turn based combat (think x-com or fallout 1 & 2)

  • Before I start, I want to express a couple of things. I love when tutorials are posted, but I find the following things make them difficult to follow:

    *Some tutorialsI find are trying to be witty, whimsical, etc. It's just annoying to me. I tend to look at Construct and the way it flows as a series of steps, and I also happen to learn from tutorials better when I have steps clearly written out.

    *.Cap files are always great.

    *Using pictures of the actual events instead of typing out the text. I have be honest, when people post the text of the events, sometimes I get it sometimes I don't. But the picture of the actual event is way more effective, 100% effective in fact.

    *Explanations of why something is used helps us understand when to use it, and many of the tutorials I find are lacking those explanations. I'd suggest tutorials be treated more like you're talking to first-time user because in reality many people may be just that.

    What I'd like to see tutorials of

    -Hash tables - How to use them, why you'd use them, and when to use them.

    -Array - How to use it, why you'd use it, and when to use it.

    -Image Manipulator - How to use it, why you'd use it, and when to use it

    -Creating different types of menus with Global variables

    -Creating a save and load system

    -AI - and how you do it in Construct

    -Packing your games music and sounds files for the .exe

  • Before I start, I want to express a couple of things. I love when tutorials are posted, but I find the following things make them difficult to follow:

    *Some tutorialsI find are trying to be witty, whimsical, etc. It's just annoying to me. I tend to look at Construct and the way it flows as a series of steps, and I also happen to learn from tutorials better when I have steps clearly written out.

    *.Cap files are always great.

    *Using pictures of the actual events instead of typing out the text. I have be honest, when people post the text of the events, sometimes I get it sometimes I don't. But the picture of the actual event is way more effective, 100% effective in fact.

    *Explanations of why something is used helps us understand when to use it, and many of the tutorials I find are lacking those explanations. I'd suggest tutorials be treated more like you're talking to first-time user because in reality many people may be just that.

    What I'd like to see tutorials of

    -Hash tables - How to use them, why you'd use them, and when to use them.

    -Array - How to use it, why you'd use it, and when to use it.

    -Image Manipulator - How to use it, why you'd use it, and when to use it

    -Creating different types of menus with Global variables

    -Creating a save and load system

    -AI - and how you do it in Construct

    -Packing your games music and sounds files for the .exe

    you just earned yourself a free beer. any amount. ill cover the costs

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  • Oh and i would love if someone could make a tutorial about custome minimap as the minimap plugin/object is far from perfect.

  • -Hash tables - How to use them, why you'd use them, and when to use them.

    My man , there are some .cap examples around and the wiki entry, but I don't understand any of them.

  • The mechanics and the purpose of variables, arrays and hash tables briefly described:

    http://www.scirra.com/forum/viewtopic.php?f=8&t=8400

  • My interest is in RTS type games such as Dune, C&C and Warcraft3 etc.

    Specifically:

    1. Building of buildings/units

    2. AI

    3. Creation of enemies.

    I suspect much of it I have discovered already, but it would be good to get a professionals point of interest.

  • I'd like a tutorial on creating tile based movement..so the player character only moves one tile at a time like early rpgs and turn based games.

    If there is already a post/cap file explaining this please link, I can't find one.

  • I'd like a tutorial on creating tile based movement..so the player character only moves one tile at a time like early rpgs and turn based games.

    If there is already a post/cap file explaining this please link, I can't find one.

    well theres a in-build "grind movement" behaviour

    <img src="http://img600.imageshack.us/img600/4631/grind.png">

    is that what you mean?

  • Probably Irbis, I'll play with it and see...not sure how I didn't notice this already.

    thanks,

  • Probably Irbis, I'll play with it and see...not sure how I didn't notice this already.

    thanks,

    Its cool think of this:

    for a whole week i was trying to make a sprite object to constantly move in one direction. I tried almost all behaviours and i have skiped the obvious. Suddenly it hit me that "Bullet" is actualy something that do exactly what i am looking for... it constantly moves in one direction.

    The obvious is what we are missing most offten. Because... well, its that obvious

  • I'd like too see a tutorial on sortable Inventory. (I remember someone was going to make a plugin.)

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