Elliott's Forum Posts

  • For an indie dev I think you're approaching this from the wrong direction - you don't want to create a colossal list of objects, it's not practical.

    A far more realistic approach would be to conceive your puzzles beforehand, and then think of multiple solutions that a player would logically think of; for example a level where you have to rescue a cat from a tree would logically have players thinking of objects like ladders, nets, pillows, parachutes etc. These are the items you focus on, from here you branch out into synonyms.

    Adjectives are incredibly ambitious, the only moderately successful cases I can see are colours and sizes, as webGL can be used to manipulate hue values and C2 can assign custom height/width values.

    So in short, don't think of words. Think of levels that will manipulate your player into choosing certain words, and use that as your wordbase before expanding.

    It would be wise to include an event that stipulates that if the user enters a word the game does not recognise, the game sends it to a mySQL database that you would periodically access, read, and then patch the game with the new words.

    Finally, the "easiest" (as in laziest, but oddly hardest) way would be to simply pick up an Oxford, Collins or Merriam-Webster dictionary and get to work. I cannot fathom how long it would take.

  • Insomniac (the company behind Ratchet and Clank) are using C2 to make a casual game (admittedly they are also using Unity)

    http://www.twitch.tv/insomniacgames/b/551176407

  • Okay, I think I get your idea.

    First off, I'd stop using the greater than/less than conditionals, they can quickly confuse you. Personally I'd use the clamp expression.

    https://www.scirra.com/manual/126/system-expressions

    So you have your weapon numbers 1-6, 1 is your lower and 6 is your upper, this means any number lower than 1 (-1,-2,-3 etc.) is going to register as 1, and any number higher than 6 (7,45, 197) is going to register as 6.

    The set your mousewheel events, on up +1 to the Current Weapon, on down -1, simple enough.

    To limit the selection to guns with ammo is a little trickier, I'd throw an event in there that checks your current ammo every time the Current Weapon value changes, if the value of ammo is 0, +1 to Current Weapon - add an or statement that does the same, but with the conditional of Current Weapon =6, in which -5.

    This is off the top of my head, hope it helps.

    EDIT//

    Just realised this wont really work going down, ideally you'd want to listen for the mousewheel action (up or down) and then base your maths (plus or minus) on that, I'll have a bit of a think, maybe the wait function would help? <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> This may take a brighter mind than mine!

  • If you attach a .capx we can see what you've done

  • An MMO isn't something that can be distilled into a template, they're incredibly complicated.

    Given the relatively short time that the multiplayer plugin has been around, the far greater complexity to its nature when compared to the rest of C2 and the inherent difficulties in making any form of MMO in any language or environment, I'd estimate we wont be seeing anything close to an MMO for a long time - if ever.

    However, based on personal experience I'd put money on lennaert being the most knowledgeable in the area.

  • Th explanation Danuyos gave will work fine, alternatively you can use a combination of image points and precise collisions sprites to achieve this without variables.

  • Can I have the use case to make sense of the problem in my head?

    Very exciting! When modularity gets rolled out this will be absolutely amazing.

    For those worrying about how this will affect the nature of the C2 community, a quick look to a fundamental free market should assuage any concerns - competition is a great incentive!

  • Great idea codah!

    At first glance I thought your Avatar was Prince of Persia, but a closer look makes me think it's Wizardry! (I thought the wizards hat was a turban..)

    I'll be very impressed if anyone gets mine...

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  • Repeat topics are a bane to certain communities, it's a matter of taste.

    To regular users, they're annoying, by discouraging the practice we get a cleaner place of discussion which promotes new, interesting topics.

    The possible downside of this system is that users are referred to information that is out of date, in the near future we're going to be seeing this with regards to mobile porting and wrappers - luckily the more active members of the community are well aware of these nuances.

    At the end of the day, the search function is your friend and should always be encouraged, which is the main aim of this policy - Scirra's severs can handle hundreds of thousands of user downloads, it's not a matter of bandwidth.

  • Without seeing a .capx it's hard top be specific, but you can recreate the control of a platformer character by manipulating a physics object with forces and impulses.

  • You could have a cool down variable that decreases by 1 every second (and stops at 0)

    Then simply have your touch event have the condition of cool down being equal to 0, and the action itself setting the cool down variable to whatever value produces the best result (let's say 3)

  • A combination of die-hard loyalty to Macromedia and a lot of web dev work has left me always favouring Fireworks over Illustrator.

    Though I must admit, having only made the jump from 8 to CS6, I'm immensely underwhelmed with what Adobe have done to progress things - between that and Creative Cloud I'm pretty miffed at their graphics monopoly.

  • Construct 2 is the spiritual successor, CC is Scirra's previous product and is no longer supported.

  • This was made by AnD4D if I'm not I'm not mistaken (that username now makes a lot more sense!) - congratulations on getting on the WiiU!

    How did you go about the ESRB rating? Or did Nintendo handle it?