EpicRaid's Forum Posts

  • Hey, no problem. How long did you work on this game? You are right that focus is important if you want to get results.

    I've got way too many ideas, too much excitement and too little time. I've got dozens of A4 papers with ideas that I drawed out that I'd like to work on..!

  • It seems like a simple thing to do, but I believe you.

    I'm just glad we got a response. The big question is though, is it going to be changed?

    They should surely hire someone to assist you with your tasks, it seems you've got a long list of work to do.

  • Thanks for your reply.

    Someone made this lerp code for me a long time ago. I wasn't sure what all of that line of code 'meant' at the time, heck, still not even sure yet what the delta time part is for. But will the behavior change if I remove the dt*6 part? Or can I swap that part with something else (wouldn't know what though)?

  • I tried both of these approaches in detail but they didn't end up working. SDo you have any other suggestions?

    Maybe you didn't code it correctly, if you can post another screenshot. I'm no expert but user dop2000 is.

    I made a game once where you could catch things. Now the basket I used to catch things was moveable with your cursor/touch. But when I moved the basket really fast, the falling things would go right through the basket because the engine couldn't 'calculate' it fast enough or something. Perhaps something similar is going on with your project; not sure if it's possible, but you could slow down the movement of the cursor a bit. I don't know how it's done though, but again, dop2000 might know!

  • Thanks, though that 'Select all in project' still doesn't tell you which layer they're on if you select them that way.

  • I recently discovered (with some of my other games as well) some issues with my code. It must have started since I got a new, much faster computer.

    I believe that I need to add delta time somewhere on line 79? To make the code 'framerate independent'? I set out WayPoints that a car will follow. On my new computer, the turning is much more off, while on my phone, it aligns perfectly around the corner.

    If I do need to add dt, where does it need to be added, should it also be dt*6 like on line 75 and 77? I'm a little confused about this. I've read similar posts, but I often find it hard to apply explanations to my own situation.

    Thanks!

  • C'mon dude, don't you think I know that? I already mentioned that in C2 you can see the object properties, and would like to use the feature in C3.

  • That's correct, but you can select it from the objects panel. That's what I was going for.

  • Heya,

    I noticed you can't see on which layer the object is located, if that layer/all layers are locked.

    You can imagine its inconvience if you have a lot of layers. In C2 you could see it in a glimpse on the left properties bar. Same for behavior information etc. - everything's greyed out. Why is that changed from C2? Can I change this setting?

  • I'm thinking a safe area is the only real solution for this. Disabling gestures doesn't seem like a good idea nor do I think Android will allow it - in this case I wouldn't wish for it.

    I am wondering though.. how do I know how large these 'trigger areas' are? Other than trying out myself with trial and error. I tried searching for it but I couldn't find any results. Are these trigger areas set to fixed, or do they have a responsive width, and how wide would the width be in pixels/percentage.. that's the kind of information I'm looking for.

    If anyone knows, or has a link, thanks!

  • Well, I've never seen a platform game with a dog before. It's even kind of cute! I probably wouldn't play it myself - I assume it's meant for kids due to its innocent character and display - but I'm sure a few generations younger would like it!

    I especially love the last 'outro' part of your gameplay movie on Steam. You kept it perfectly fun, cute and innocent. You definitely have skill with animation and character display, keep it up!

    One thing though; it seems to be all and only about running over and across obstacles/platforms, is it an 'auto-running' game only? I wasn't sure about that if you could control the character.

    I mean, you could make much more of a 'Little Dog Bob Adventure' game if you could control the dog more. You know, turn left, right, enter kennels to go to another or sub level, dig pre-dug small holes further out and go into an underground tunnel, or find enough dog biscuits to transcend to the clouds (bonus level). Maybe even a 'boss' level where you must sneak past a mean dog, and/or find the dog whistle that'll scare it off so you can enter the 'big' kennel and go to the next level.

    And on the final level, find his leash so his 'boss' will come by and finally take him away. You could save different fellow dogs in or at the end of the level from a cage that the boss dog guards. Doesn't have to be a dog only game, you could also save pet cats, birds, mice, etc. For example, after freeing the bird, you must follow it and not lose track while overcoming obstacles.

    I understand that I suggested this with Mario-esque gameplay in mind, I'm not exactly experienced with creating platformers but I'm sure you get my drift; there's so much more you could do with this concept. Or save it for a second title catered to a bit higher age group: 'Little Dog Bob: Adventure'. I suppose anyone could make a game with these ideas, but you already have a concept, the drawing/animation skills, and got accepted onto Steam thus giving you a foot in the door.

  • You didn't give anyone even a glimpse of your game, you want us to provide you feedback for free AND you're asking us to do something as outrageous like signing an NDA? We don't even know you!

    What you're asking is way too much. I suggest you create some sort of demo, post it here so people can play and give feedback without having to jump through hoops. And if you're really worried, you can sitelock it to your own domain.

    Best of luck!

  • I finished a game where you basically only do a lot of swiping. Today I decided to test it on an Android tablet, on a browser. And it occured to me that the game doesn't work well in combination with a tablet.

    When you swipe the far left of the screen to the right, it goes back one page, forward when swiped on the far right. And then there's the bottom swipe which leaves the browser app altogether. The top swipe isn't a problem because you won't go there since the navigation bar and tabs are there.

    So, how do you guys deal with this? For now I can only think of a 'safe' area where you can swipe. But I prefer to apply this to tablet devices only, although I'm unsure if that's possible?

    Also does this behavior also work like that on Android phones? Since I don't own any, I'd be greatful if you could tell me.

    Of course another solution would be to pack it into an app, though I was thinking of licensing it to a HTML5 publisher, so it probably needs to be a browser game.

    Thanks!

  • "My keyboard keys wert stolen by stealthy garden gnomes! No wonder thou wert victorious!"

    I shalt abdicate.

    But seriously, thanks, I didn't know about holding shift as an extra key. As with many things in Construct, you have to figure a lot of things out on your own and sometimes that's frustrating! Hence jump to the forum..

    If anyone wants to know more, the keyboard shortcuts here:

    construct.net/en/make-games/manuals/construct-3/interface/keyboard-shortcuts

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  • Hi,

    Is there a way to zoom in/out with ctrl + scroll from 100% to like; 90, 80, 70, etc. instead of 91, 83, 75, 68. The current steps don't make any sense! Why would you implement it like that and why isn't it fixed yet after FIVE years of C3? I just want to quickly go to 50% for example with ctrl.

    Also, a button to go back to 100% would be better, double clicking the percentage isn't intuitive at all, had to accidentally stumble upon this in another topic. Perhaps a small magnifying glass button would do, where you can also select other zoom levels that actually make sense!

    Sometimes I don't understand why these little things aren't there, sure you can right click > View > Zoom in/out, but why does the C3 team make us jump through these annoying hoops while you could make it so much simpler and more accessible.