GeometriX's Forum Posts

  • This has come up a couple of times and the answer is that they are identical in terms of performance.

  • Hmm, yeah this is actually a significant issue.

    +1 to having a way to resolve this.

  • You need to use the condition Is between values.

  • Seems a little odd that you'd get into game development without having at least a few ideas ticking away at the back of your head. Maybe you need to exercise your creativity rather than just mooch ideas from other people.

    Some ways you could do this:

    • Watch gameplay videos of games you enjoy, and write down elements of the gameplay that you find particularly interesting or you think would be interesting to attempt to replicate yourself. For example, Mega Man features bosses whose powers can be used once they've been defeated; how would you build a game around that premise?
    • Find a relatively simple game, like Pac-Man for example, and try to find ways to expand on their basic gameplay mechanisms, or even improve on their current ones. Pac-Man could get temporary boosts, persistent upgrades, new abilities, etc.
    • Read reviews of games that point out particular flaws in those games, then see if you can create an isolated example of fixing those flaws. For example, the stealth mechanisms in Assassin's Creed are often seen as "cheap" - how would you go about making a stealth game that forces players to be more mindful of their actions and environment?

    This isn't meant to be a way to simply copycat other games and mechanics, but once you start training your brain to see games critically - and more importantly, think of ways how you would do better - you'll find that the ideas start to flow. Unlocking creative thinking is a vital part of mastering anything.

    Also, watch

    .

  • While I'd like this kind of thing, you'd still need to specify in your game layouts which layers are to inherit the global layer.

    Personally, I don't find the use of global objects for UI elements to be too much of a hassle. The only issue is having to replicate layers in other layouts (or, rather, have the same amount of layers). If global objects were to appear on the same layer by name, rather than layer number, I think it'd make life far easier.

  • from your own experience with c2, do you think it's a good practice to use "included" event sheets ?

    Others have already given good responses to this, but I'll throw in mine as well:

    Yes, I think it's absolutely good practice to use included even sheets. My typical example I usually give is a puzzle game that has elements that are common across the whole game (like a user interface, audio cues and physics behaviours) - these can all be in their own event sheets. Then, each level can have its own event sheet that handles unique properties like background music, level goals, specific challenges, etc. To "activate" your common elements, you simply include them in each level's sheet as needed. You could even take it a step further and chain together includes, so you have one central included event sheet which in turn includes other common event sheets.

    There are many ways and reasons to use include, but it usually comes down to re-usability and organisation of code, both of which are massively important for any project of notable size.

  • Event sheets always run top to bottom, so if you have an event that depends on getting, say, a value of a variable from an included event sheet, make sure that you insert the include before the event that depends on it.

    For the most common usage (like having seperate event sheets for controls, audio, physics, etc.), I'd suggest always putting includes at the top of the event sheet

  • Provided you have full permission to use all of the assets in your game (art, music, etc.), it's your property so you can do with it what you want. When you submit your game to a distribution service, be sure to carefully read the terms and conditions - you might be giving up your right to freely distribute the game to other services.

    The only disadvantage to distributing to multiple services is that it requires more effort to keep all of them updated as you make changes to your game. Otherwise, it just means more people will play it, which can only be good.

  • Oh, righto good point. It would definitely work with a static image though, if you just set it to say "loading..." or something.

    Not a solution to your problem, but possibly an acceptable substitute for now, at least. (Most loading screens I've seen are static anyway).

  • An easy way around this would be to have a loading screen layout that just consists of an image (still or animated), and an event On start of layout -> Go to layout (level x). Then, instead of jumping straight into your game level from the start screen or wherever, go to the loading screen layout.

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  • With the latest version of C2 you can check for collisions freely and the new collision cell optimisation system will ensure that performance is never hit too hard.

    Essentially, it automatically does what you're worried about, restricting the scope of the collision checks to cells (which are the size of the screen) so that processing power isn't wasted checking for collisions that could never happen.

    Read about it here.

  • Yup, definitely broken, both in preview and export. Best to file that bug report.

  • , what a great concept. I love the idea of tying in a seemingly simple pastime with an exploration-based platformer. I can imagine it being a very relaxing gameplay experience.

    Awesome pixel art, too! Definitely keep that blog updated :)

  • JohnnySix it sure is. It uses the original layout for this kind of puzzle, which can be solved in a minimum of 81 moves.

    It's not easy though ;)

  • Here's an example I made a while ago. The basic premise is that it forces the tile to drop from its drag-and-drop if it collides with another block, and realigns it to the grid.

    Be sure to pay attention to the collision polygons for the blocks: they're slightly smaller than the images themselves.