cazbah's Forum Posts

  • I am also getting this bug. It's a pretty huge one in my game and I've actually had to hold off shipping this update for a while till I can get it fixed.

  • Thanks for you feedback guys!

    I did try a mobile version a few months ago but the performance of the export options at the time limited it it around 10-20 frames per second where it really needs a minimum of 30-60 to play nicely. I'll try again soon though with the improvements made to the exporters.

  • GLADIATOR GUTS

    http://www.kongregate.com/games/charlie ... iator-guts

    viewtopic.php?f=148&t=123577

    100 - 300 Plays (uploaded 25/01/2015)

  • Fight your way to the top through a path of blood and glory in this fast paced Gladiator game. An accessible combat experience which will take plenty of time to master. Fight with or against your friends and drench the arena in their blood. See how long you can survive alone or with an ally against hordes of dynamic AI Gladiators! Will you rise a champion or fall as food for the dogs in Human Studios debut game ‘GLADIATOR GUTS’!

    • 1-4 Players
    • Plenty of Guts
    • Hundreds of randomly generated Gladiators
    • Truly skillful combat

    http://www.kongregate.com/games/charlie_bror/gladiator-guts

    I couldn't have done it without the hundreds of tutorials I read to get me here. I actually finished this game about 6 months ago but unsucessfully attempted to sell the license on FGL.com. Despite getting a 7.5 review score it seems no sponsors were biting at my interpretation of gladiatorial combat!

    Thanks to the Construct 2 Community. I hope you guys can get some enjoyment out of this!

  • I used a Surface Pro 2 for developing my first game while I was travelling in Australia and it was a breeze. Being able to swap between drawing on Photoshop to developing on Construct without the need of any extra drawing tablets was my main requirement and it is perfect for that.

    Me and my girlfriend also used it to watch movies, play most indie games (Nuclear Throne, Don't Stave -e.t.c.) as well as edit photos we took and skype home to family.

    I honestly couldn't recommend it more highly, I still use mine a fair amount even though I'm back to my £3000 gaming Rig that I use to play Nuclear Throne, Don't Stave -e.t.c. and use to create 2D games.

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  • I actually did a videogame design course wtih a main focus on art and business so I can tell you what I desperately wanted from my course that was not delivered.

    Firstly I wanted to actually make a god damn game. Talking about making a game isn't making a game, drawing concepts for games and writing a story and pretending to do the business side is still not making a game, only making a game is actual practice for games design so I'm glad you are hoping to do that with your students.

    I would recommend doing it as a group project, assign a kid a specific part of game dev, or split them into teams and do it that way (art, design, music, programming). Perhaps teach them all the basics first to make it easier to fit all the components together. If my college had done a little game jam like this I wouldn't have seen starting to make a game seem like such a huge wall to climb with months of planning. I'd probably have started making games 2 years earlier and been a lot happier because of it.

    You could even split them into teams and have a competitive game jam after you show them all the basics so they aren't calling you over to ask you rudimentary things.

    • How technical do you think we can be without scaring the students away?

    A lot of people enjoy the technical side of things while others shy away from it. This isn't really a problem because the people that shy away from it will get their chance when it comes to something they are more interested in like the art. This would also be aided by working in teams.

    • Which concepts do you think constitute the 'heart' of the engine?

    The behavior system is probably one of constructs best features. I would recommend showing them the main ones (bullet, pin, 8 direction, movement etc) so they can see how easy it is to make a simple game. You can make ghost shooter in under 5 minutes. Make it infront of them and get suggestions from the class on little things like the bullet and sprite image as well as death animations and the like.

    • What type of game could showcase all of those concepts while still being fun?

    Top down shooter, hack and slash, platformer, basically anything that has fundamentally simple gameplay.

    • Most importantly, what type of game can be designed while following the 'key question' format and make it seem like a natural process?

    Make a simple game in-front of them and take requests on certain things ("what should I make the enemy look like?") Show them how it all fits together using the engine. After it is done you can ask them "so do you guys think you could make this?" and then get them to make it, their own personal version.

    Straight away you have them making a game, using all the basics of the engine and at the end of the day they have their own game.

    I have 1000 more ideas on this so just ask if you want some feedback. I just think my course could have been 100x better than it was and I stay awake at night thinking of how I would do it.

    Good idea on the whole though man. Really happy someone is trying to show kids how easy it is to make games.

  • I think it's a common issue with all engines. Thing is when I'm playing games I don't care if there is a little drop in framerate because things are being spawned. I think I'm just trying to be a perfectionist which really isn't possible on my first game.

  • TheDom That's odd? No one else is reporting that issue. Do you get to the custom Loading screen or get stuck on the construct 2 one?

    Yeah the framerate stays pretty solid right up until I'm spawning and destroying objects. I don't really see a work around.

    I have tried taking off webgl and also removing all fade effects and the like but they make no difference. I'd rather have the coloured numbers (hue effect) without having to put in 4 different sprite fonts for each player character.

    And yeah dude I'm using cocoonJS. I tried for a couple of days to get above 25 FPS on crosswalk but I gave up. CocoonJS seems pretty solid, I kept having to go back and forth changing my art to lower quality so It wouldn't crash it due to using too much memory.

  • Hey there guys!

    I'm having some issues with my mobile game Gladiator guts (link at the bottom). I have it running at 60fps the majority of the time but occasionally it drops down to 45 of my Samsung Galaxy S3. I've put in a couple of days solid work now getting the framerate this high. Are there any more methods you can recommend to just get that last boost? Here are the methods I have already used, they are not present in the version you can play at the bottom as that is the PC version:

    * Splitting all my large background images into quarter chunks so they load faster and have less transparent areas.

    * Reducing the quality on my blood particles. I need to reduce the gut quality as well. I did this by halving the size of everything in the editor then making it bigger on the layout. Not sure if it made a difference.

    * Lowering the physics steps to 0 for all my physics objects and also making them frame rate independent which honestly makes no visible difference. It's quite annoying because if that worked as I thought it would I would have 0 issues and my game would be out last week.

    * Getting rid of my big transparent shadows.

    * Getting rid of the big arena floor for the crowd to stand on and instead making the background colour the floor colour.

    * A few little changes to code here and there, loops, collision checks etc.

    Are there any more ideas guys? Anything I've done there that is wrong?

    Is my understanding that sprites use up less memory that tiled background images for the background if it is not being tiled, as in repeated multiple times?

    Thanks guys!

    https://dl.dropboxusercontent.com/u/107977982/31st/index.html

  • Wait dude... Have you made a game yet? If not you are seriously running before you can walk with setting up a Amazon and Paypal account.

    Your resources will have to be of a VERY high standard in order for people to pay. Unlike the humble art/music bundles (or whatever bundle it was) this money is not for charity, it's for you to make video games, something you have not proven to be able to do.

  • I've fixed it now dude thanks a lot.

    Have a great day!

    Just to anyone wondering the same thing the picture below shows TheDom's event sheet in practice

  • Thanks for your speedy reply dude the only issue is that touch and click events are triggers which means I am not able to have more than one in any one event.

    Here is a picture of my event sheet. I hope I'm not just being an idiot but feel free to point it out if I am.

    Edit: Ignore me. Your advice was perfect man I was just being stupid. Thanks for your help again. Have a great day.

  • Hey there guys I'm having a bit of an issue with my game currently. If you take a look at the below picture you will see that my team choice buttons (The square boxes) are sitting on top of the player or AI slabs which when pressed change between player controlled character or CPU. My issue is that when I press the team choice button it also presses the player or AI button. They are on different layers but this doesn't seem to make a difference.

    I know there are ways around this by cutting around the shape on photoshop so it isn't sitting on top of the slab it's more sitting inside a little hole cut into it but I would much rather not do that.

    Thanks for reading. I love this community.

  • You are a pillar of this community Kyatric. A shining example of indie camaraderie, and you rock a mean beard.

  • 'Saving and loading an array to/from webstorage' Tutorial in the 'webstorage' section no longer has a valid URL in the forum post. The link to the topic works fine, just within the post itself.

    Thanks for the list. Use it pretty much everyday.