Gropwel's Forum Posts

  • ahhh... well that was quite obviously simpler than I thought. I was at a stage where I was comparing hypotenuses. Well, you know, sometime you need a little help.

    Thanks a bunch!

  • Yes read it and I appreciate the help, my brain just works differently. In all sincerity I will never ask for help unless I spent several hours reading and trying to figure it out.

    You pick the closest instance by using the appropriate object's condition.

    Well that seems to be just what I'm looking for, what would be the appropriate object's condition?

  • hmm yeah I did, thanks for the tip by the way, but I still don't get it perfectly.

    As I understand, if you don't specify any condition other condition than say "every tick", it should pick all instances? Only one seems to be considered in my case...

    But if say I modify the private variable from a newly created instance it will still change it for every existing instances?

    How can I say pick the closest instance?

    Infinite thanks.

  • This is going to be a strange question, but have you worked with a guy called Florent Guillame at Ubi? We worked on a mod a few years ago and I heard he got a job there!

    Apologies this is not a game design question...

    I'm afraid I don't, but I'm working in Qu?bec, Canada. I'm curious to hear what kind of mod was that?

    And no worries for the question, this is an AMA after all. :D

  • keep focus; identify 1 or 2 main features that define your game and that you want to get across, write it down and do that, get your loops of gameplay running as soon as possible with game wins and game overs, prototype a lot to find out best practices and risks before it's too late, and because it quickly creates encouraging progress.

    But most importantly, make your own playtests to find out bugs and difficulty tweaks, and how your user experience is really working out. Playtests are truly the most important exercise for any designer, this is where the wheels hit the road.

  • Thanks for your reply!, i agree they were relentless as rudes; i keep improving to my skills and i won't give up forever.

    Next time, i will make better than i did it before.

    There some game design questions... i would like to know about your IMPORTANT ADVICES in game design. Also your experience, could you? There no need to do some huge wall of texts; simply a small text.

    <img src="http://troll.me/images/x-all-the-things/learn-all-the-things.jpg" border="0" />

    :P

  • Another question: when you are not so keen to go back to school (for either financial or commitment reasons), what are the other alternatives?

    And...is the market tight? Lots of unemployed postgraduates in the field?

    Well as I said your best quality would be to be relentless and determined beyond measure. You need energy, conviction and an indestructible moral driven by passion because it's not easy, it really isn't. Not at all. No. But it shouldn't discourage you one second.

    So in that regard people who really want to get what they want usually do. If money is an issue, they'll look for other ways. Read aaaaall the time, have an unquenchable thirst to learn, get in touch with professionnals, go to conventions, design board games, produce, produce, produce, offer to do stages, create connections and opportunities.

    If they could go to school but it's a commitment issue, well then in all honnestly they should question their commitment to get in this industry as well. If you're one of the lucky few on this planet who can get to school there should be no hesitation really.

    But I don't know the details. So I guess my advice in short would be stay hyperactive. :)

    I finished my job and i'm waiting to their replies... actually, i had no replies during some months... i felt abandoned :/

    No you didn't! You're not a victim, you're a warrior! A goddamn tiger is what I see! Some people could see this as failure, but you remain unsatisfied and see this as an irresistible challenge to prove yourself even more! To raise beyond the masses!

    A lot of the ground work is about building and maintaining contacts. You're not simply contacting the company for a job, you first want to make an impression. They've GOT to rememder you. So just keep contacting them once in a while, like they are your friend, keeping them up to date with what you're up to, telling them to watch your latest product, showing them your favorite toy, saying "hey that test you gave me the other day, look, I improved it even more" Of course you got to walk the walk. Also tell them what you love at this company and why you'd fit in.

    So yeah it happens all the time, you got no response. Unless they really don't need anyone, it's kind of a test. Really just a few people are really relentless and proactive, always giving more than what the client asks and show a winning attitude, and that's who they are looking for. A Charlie Sheen.

    I'm sorry if my answers seems a bit harsh sometime, I really am, but it seems to me like the best way to help. :)

    So how about some game design questions? :D

  • Hi!

    I searched a lot for that one... honnest!

    What's the principle for the selection of instances using events? I want to create a generic enemy spawner that I can copy paste infinitly, but the enemy will only spawn on the first instance ever created... it's also the only instance considered for proximity triggering.

  • You should totally make some tutorials on that.

    Ya I'll probably set up a blog with that kind of stuff. Right now I'm fully into my project and loving it. I'm taking a break to come chat here :P

    In the meantime I'm always willing to discuss the joys and dramas of game design with the dear community of my favorite game creation tool.

    its either sell my own games or try the hard route

    Cool! Trust your instinct, like Peppy once said. It's a hard route either ways but hard work always pays. :D

    Distributing the game as freeware and using microtransactions is also a neat idea.

    I haven't seen much model that was not for an online PC multiplayer game. I'd like to see a model that is not based on a game with an awful lot of items and balancing, something closer to my end of the business at least. XD

    The "pay what you want" model is also giving suprising results, certainly if you want quick visibility on your game.

    Hey, I'm a composer and I would like to do music for your game if you lookign for a good score :)

    Hey thanks! Do you have a myspace? If you like dark world synth electro and swamp root blues you could have fun. :D

    Is hard to be a game designer?

    To quote my hero: "Anything is possible when you smell like Old Spice and not a lady." ?:)

  • Oh wow I thought that thread was dead! I'll take time to answer later today. Thanks!

  • Thanks guys, you gave me a lot of ideas and I think I finally found it;

    Yes I think jayjay got the right answer. You manually enter the height and width of your whole level in the layout properties (say 10000 x 6000)

    Just a bit lower in that same panel, expand the application property, then you set your actual application window's height and width to a standard resolution (640x480). So there is theorically no need to shrink it down again once you are done editing.

    Seems to work well, I'm pretty sure that's the way to go.

  • Sorry I should have mentionned, I'm searching for the option for the editor only, for when I'm editing levels in the layout viewport, not in runtime with the game camera is enabled.

    I guess it would be something that allows me to move the main white square workspace around a level as my center of zoom in/out.

    Otherwise the farther I'm editing from that central (well, upper left really) white square workspace, the more zoomed out I need to be and the smaller the object, etc...

    Basically beyond a certain zoom out, when no scrolling bar are displayed, using space+click+drag in the viewport doesn't do anything anymore.

  • I,m terribly sorry if I flood this forum too much but I'm making giant steps with every tip, infinite thanks for that. :)

    Another one I tried to solve for quite a while;

    So is there a way to unlock the layout viewport and be able to scroll anywhere we want in a big level? My level starts and goes upward. Zooming out keeps the viewport in the upper left corner and I can't zoom anywhere else but on the viewport...

    Basically how do you navigate (scrool, zoom elsewhere...) in big levels that takes more than one screen?

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  • I'm getting quite enlighten indeed. This is epic.

  • Sounds good! Cool I'll do that thanks a lot.