deadeye's Forum Posts

  • Set velocity to (0 - velocity)

  • I get Scirra as the #1 result for "open source game creation" and #3 result for "open source game creation tool."

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  • Yes, I understand it.

    You're moving your platforms manually, which means they may perform differently with slower/faster monitor refresh rates. In other words, you're doing it wrong

    The way you fix it is to use TimeDelta (which helps you maintain the proper speed on different computers), or use a behavior such as Bullet.

    Also, you have multiple detectors to bounce your platforms, and you're using a private variable to toggle their direction. You don't need to...

    Take a look at my Platform School tutorials for an example of how to make moving platforms in a more efficient and accurate manner, that requires fewer objects, events, and variables, and will run at a constant speed regardless of refresh rate. Moving platforms are covered in Lesson 4, but you might want to take lessons 1-3 first.

    As for Path movement, I believe there is a path object in the works that will be released in the future.

  • Here's my attempt at environment reflections based on the example image that Rich posted in chat last night:

    http://dl.getdropbox.com/u/529356/Semi% ... ection.cap

    This requires Shviller's Overlay Proper effect, you can get it here:

    http://dl.getdropbox.com/u/762468/Overl ... per%29.zip

  • If you're going to manually move your platform objects you should check out the TimeDelta article on the wiki

  • <img src="http://img27.imageshack.us/img27/2179/waluizio.png">

    I recently cleared out my pictures folder so this is the most random thing i have on hand.

  • Psmith... perhaps you haven't received the warmest of welcomes here, and for that I am sorry. But it seems you've been struggling with this issue for some time:

    http://game-engine.visual3d.net/forum/s ... .php?t=941

    http://www.blade3d.com/Default.aspx?tab ... sts&t=1394

    Perhaps it's time to take some of that advice to heart... either learn the tools, or find a partner who can do the coding side of your project. Better that, don't you think, than pining away at the lack of "artist friendly" tools? Instead of scolding the creators of various software companies for not sharing in your vision of an artistic utopia where no code shall be suffered, spend your time seeking a solution to making your game. If you stubbornly refuse to learn, or stubbornly refuse to work with someone else, then you are your own biggest roadblock to making your game, not some perceived lack of proper tools or methods.

    Take matters into your own hands. Take responsibility for the creation of your game. Let go this notion that someone else must cater to you. Stubbornness will get no games made.

  • It always amazes me how programmers reply to reasonable questions like the ones I have posed.

    What can you call a thing other than "variable" that is more descriptive and more readily understandable to non-initiates? I'm sure you can find a better word or phrase if you cared to think about it for longer than a second or two. I know I can. For non-global variables, instead of a dead and indeterminate noun, why not use a verb like "remember". "Remember"(something) would hold whatever you wanted in its "memory" until it is replaced by something else. A global variable could be equally descriptive by using another active phrase that everyone can understand like "remember forever" (something). This is how we speak and this is how we think.

    Considering that something is "advanced" or "professional", simply because it is obscure is nonsense.

    The word "variable" is used for variables because that's what they are. It's hardly obscure... it is the correct terminology, and is widely used. There is no need to dumb it down, just learn what "variable" means. Not only is it correct, it doesn't make you look foolish when you're trying to relate your game making experiences to your peers. "Oh, you know... the remembery thing. It remembers stuff."

    How we speak and how we think changes over time, by learning new words and concepts. Learn the proper terms and concepts you need for the task at hand. There's nothing wrong with that.

    [quote:31ih90hh]Oh yes . . . Deadeye - that avatar of yours speaks volumes, you know.

    Um... just an fyi, I'm not a programmer . The only programming language I have experience with is BASIC, which I learned when I was ten years old. And if I'm not mistaken, that's around the age range of Kodu's target audience? I knew what a variable was then. I claim no special mental ability (in fact, I'm pretty average). So if a ten year old kid can understand the concept of variables, then what's the problem?

    I think perhaps you (and even the makers of Kodu) are greatly underestimating the capabilities of children, let alone adults. There are 14 year old kids on this forum making things at a level of complexity well beyond what is shown in that Kodu video. Were they able to do so right out of the box? No. They did have to learn it...

    The thing is, though, those same 14 year old kids who had to learn to make their games did so in a mere fraction of the time that they would if they were learning a true programming language like C++ or C#. Which goes to show that, yes, Construct is much more "humanly readable." So there are some words you don't know... well, the dictionary is readily available, and there's documentation, tutorial files, and helpful members of the community willing to lend a hand if you get stuck, so... what's the problem, again?

    [quote:31ih90hh]Games and game logic are incredibly simple if you care to be honest about it. There is no need to add layers of complexity just so those who consider themselves "professionals" don't feel let down.

    If you can claim that game logic is so simple then I'd be interested in seeing what kind of games you've made. And if Construct didn't have those extra layers of complexity then it would be completely useless for people who are serious about making games.

    It's all a rather pointless argument, though. It just seems that Construct isn't the tool for you. Most game making programs out there require experience with a scripting language, if not an outright programming language (Like C# for XNA). GameMaker's default event system is horrible for making games, so if you want to do a serious project with it you need to delve into their proprietary GML script. The only thing that comes close to Construct's point-and-click event system that has any sort of power is Multimedia Fusion 2, and if you think Construct's event sheets look confusing, just go and have a look at theirs.

    So by all means... if you find another product out there that has the power of Construct, yet speaks in plain English and has an easy, candy flavored interface that you don't need to type anything into then I'm all ears.

    If you can't help yourself to understand and learn the program, then DO NOT use it.. go to your Doku or whatever **** software you want to compare with construct.

    Look how many beginners has learned much about the program by not being lazy of reading tutorials and stuff.

    There's no need to get snippy, HB. Please, let's all be civil.

  • If you've never used Photoshop, would you know what Adjustment Layers do? If you've never used Dreamweaver would you be able to create a CSS rule? If you were using Flash for the first time, would you know how to tween an object?

    Probably not. These are skills that need to be learned. Just as Construct needs to be learned.

    So... when faced with a blank document page, what needs to happen? Adding content, of course. Was the "Insert object" button (or the right-click / "Insert object" context menu option) not apparent enough? If you want to see something in the layout, you have to put something in the layout.

    As for getting started, that's what the beginner's Ghost Shooter tutorial is for. Take the tutorial. At the end you should have a basic understanding of how Construct works.

    Anyway, I fail to see how this Construct is any more complex than your average design program, whether it's a game maker, a spreadsheet maker, an HTML editor, or some sort of design layout program. It uses the same sort of standard program interface that many, many design programs use. It's a tool for making games, not a toy for snapping together pre-made game pieces (which is what Kodu appears to be).

    In regards to the technical terminology: The term "variable" isn't that difficult to figure out, even for a layman with no experience. And it's good in the long run, because if a layman starts off with Construct and later moves on to a "real" programming language, then they will at least be somewhat prepared.

    As for the "humanly readable" aspect: I would argue that yes, it is... again, as much as any other design software. Some of the more complex features may not be entirely accessible, but neither are they nearly as hard to decipher as, say, C++ code. And the learning curve is much shallower than that of a traditional programming language.

    Construct is middle-ware. It gives you much of the power and flexibility of programming without having to learn a programming language. But, to keep that flexibility, a certain amount of openness has to remain. The more closed a system is, the less flexible it is (such as with Kodu). By keeping the system open to more customization (such as variables, functions, loops, arrays, etc.) you have more power at your disposal. But these things need to be called something... why not call them by their proper programming counterparts, rather than make up some new term for them? It would alienate those with actual programming experience or at least a fundamental understanding of programming architecture.

    So, is it completely noob-friendly? No, probably not. But as I said before, it's a tool, not a toy. Noobs and laymen can click together some simple games with a little practice, but it's also powerful enough to create some truly complex games.

  • Welcome

    2. This is maybe more a suggestion than a question... I have a widescreen monitor and one think that I loved from game maker was the option to don't stretch the window when the fullscreen is enabled. That's great because when i want to make a game with a SNES resolution for example, It don't become stretchy and ugly like hell ! Do you think that the V.1 of construct will have a option like that ?

    You can currently do this by detecting the display resolution of the player's system and changing the Zoom X and Zoom Y ratios to compensate for the screen stretch. Adding black bars to the side of the viewable play area will complete the illusion.

    I would upload an example, but I'm not on my Construct computer at the moment. But you may be able to search the forum and find something that will help you, because this has been a topic that has come up before.

  • Uh... I don't?

    I mean, as time went on and I kept changing he level I might have gotten lazy and placed a few unnecessary tiles, but for the most part I did stretch long, repeating sections with the Tiled Background object.

  • Special bonus screens:

    That looks too cool for school

    Also, congrats on placing so high in the compo! I only played a few of the entries, but yours was the most fun.

  • I was searching news sites that post game news, about indie games.

    http://www.tigsource.com/

    - seems a bit like a blog. To me blogs are less "easy" to the eye to quickly scan or read.

    This is a good site. They're sometimes a little behind on outside sources of news, but on the other hand their forum generates a lot of their own news. Their forum is pretty chill, and there are a lot of knowledgeable people on it making some cool stuff. It's a nice, relaxed environment (but read the rules before you post and don't talk like you're on AOL).

    Also, aside from TDC, TIGForums is the largest source of new Construct users .

    And something else I found:

    http://forums.indiegamer.com/

    Tips/information on development and all.

    This forum, on the other hand, is full of arrogant jerks. Don't post there unless you're making the next Peggle or Bejeweled clone, or unless your game looks like it was made by a five-man team with a budget of several thousand dollars. If your game is low-res, freeware, and has the slightest flaw in it they're likely to tear you a new one because they're "professionals." Indiegamer Forums is the dark side of the indie force.

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