brunopalermo's Forum Posts

  • I'm guessing you want the compass to point the direction relative to your character, right?

    Check this and let me know if it is what you were looking for.

    [attachment=0:1nuf4hzf][/attachment:1nuf4hzf]

  • Is this what you need?

    [attachment=0:2hmue1zb][/attachment:2hmue1zb]

    Move with arrows...

  • Oh. I missed the part about lectures, sorry. I was thinking books. And, yeah, Brenda Romero's Challenges for Game Designers is one of the best out there too.

    PhoenixNightly It was a simple suggestion. I didn't want to put up a fight and I thought I had been clear when I mentioned that I, myself, I'm a fan, so my judgement is impaired by fan blindness.

  • I wouldn't say that either. That's why I said "SOME of the best books ever written on game design".

    Chris Crawford's books are not great. I love the guy and the books are worth reading, but they're not awesome. They are specially good to give a historical perspective of game development from a designer's point of view.

    Jesse Schell, despite being far less experienced than both, has an awesome, and certainly one of the best too, book on game design: "The Art of Game Design: A Book of Lenses". It's a must read!

    I'm a fan of Warren Spector, who is a great game designer, specially in the area of RPG design. He was part of TOON and contributed to the Paranoia universe. He's got awesome digital games published too, but I fail do remember any books on game design written by him. Could you give me some pointers, ? I'd love to read a book by him on the subject.

  • Very nice!

  • xFreakinouTx Here are some tips:

    • You should start thinking smaller. You won't make the new WoW before you make a simpler game. It just doesn't work like that.
    • Ideas are worthless. Make prototypes, try your ideas. You'll see most of them are not THAT good when put into motion.
    • Don't get too attached to your ideas. Know when to just throw them away.
    • Educate yourself. You don't need a degree, but there are several books out there that would help you become a better game designer.
    • Play games, both digital and non-digital. This will help you build a game vocabulary.
    • Forget your favorite games. You must play everything: fighting games, games with ponies on them, racing games, whatever. Not only what you like.

    This is a start.

    Lastly, I can take a look at your draft if you want. I've been designing games professionally for a decade, now, so I guess I could give you a good opinion on your idea.

    Besides all that, good luck!

  • kimicatdemon & PhoenixNightly

    Ernest Adams' opinions aren't to be taken lightly. Seriously, guys, even if some things might sound subjective, read them again. This is not some random developer or game blogger, we're talking about a guy with decades of experience in the gaming industry, who wrote some of the best books ever written on game design. We can hardly prove him wrong...

    Disclaimer: Yeah, I'm a fan.

  • Definitely not a good idea... But without a capx it's hard to come up with a better one.

  • Yes, it does allow the Else statement where I put it... Also, no need to mirror anything, just set the bullet to Set angle according to the angle of movement...

    [attachment=0:h30ocdcn][/attachment:h30ocdcn]

    I wouldn't check for the keys, by the way. Instead, you could check the facing by having such a variable, thus this would also work even if the player is not moving...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Just out of curiosity, why are you moving the anchor point mid-animation?

  • Didn't get what you mean...

    Anyway... Here is the capx with the rotating actions disabled. The moons will no longer rotate...

    [attachment=0:3tc0t7d8][/attachment:3tc0t7d8]

  • You should nest those conditions...

    On D pressed  >>  (player) Spawn bullet
       if up arrow is down
           if left arrow is down  >> (bullet) Set angle to -135 degrees
           else if right arrow is down  >> (bullet) Set angle to -45 degrees
           else  >> (bullet) Set angle to -90 degrees
       else if down arrow is down
           if left arrow is down  >> (bullet) Set angle to 135 degrees
           else if right arrow is down  >> (bullet) Set angle to 45 degrees
           else  >> (bullet) Set angle to 90 degrees[/code:2t8180v2]
  • Just remove the rotating actions and keep the positioning ones, then...

    Let me know if you can't do that and I'll help you out!

  • Hi.

    When the player is in speed boost and dives, should it maintain the speed of the speed boost?

    There you go.

    [attachment=0:2pypl1d6][/attachment:2pypl1d6]

  • The same calculations apply,

    I added 8Directions behavior to the planet in this one and put all moons to rotate automatically. No math was changed.

    [attachment=0:2w59h3li][/attachment:2w59h3li]