keatingb's Forum Posts

  • I think that's pretty static, unfortunately. I'd recommend having three sets of directions behaviors, and disabling them all, and enabling the one you need as a work around, but that can be a bit of a pain for a work around. Other than that, you might be out of luck. Sorry mate!

  • Hey folks! Has anyone played with the new Win10 Exporter? Does it support IAP or Advertising?

  • The command "Reset all variables" is extremely potent, but has the finesse of a wrecking ball. Obviously, that is its intended purpose, but I feel like there's something slightly more useful you could do. This exists in two versions:

    1. Some kind of Super Variable that doesn't get deleted on "delete all global" commands, and must be manually deleted. This would be helpful for stashing away things like high score tables (before stashing them to more permanent memory) or more permanent statistics (a character's experience or level, and deleting all enemies)

    2. Some kind of Global Variable, but more minor. I would call it a tempValue or tempVariable or something that was global, and had its OWN delete all event, allowing you to stash temporary data in a different form.

    I know there's a couple work arounds for this issue temporarily, but I'd love to see some kind of convenience patch for this.

  • Thanks guys for all your help!

  • Thanks so much for the review!

  • Zed2100, Sorry if took me so long to respond. Thank you so much for trying my game, and I REALLY appreciate the feedback. A lot of your suggestions are going straight in!

    I did have a few notes, though, and I would love your responses.

    I chose to use WASD movement because of its proximity to Q and E, and I don't know if there is a good analog for those. Perhaps CTRL and SHIFT? Also, how would you feel about using a controller instead of mouse and keyboard?

    I'm planning on implementing an angry birds-esque stage system, to gradually implement the fruits and instructions for the games. Whenever the player is presented with something new, a tutorial window will pop up.

    Let me know what you think about those changes, if you don't mind. Thanks again for playing my game, and your awesome feedback!

  • Hey guys! I'm looking for good feedback on the game I made for Ludum Dare 32! Construct 2 made the 72 hour deadline possible, and I'm really proud of the product I was able to put out! Right now I'm looking to retool the game and release it, probably for Kongregate and potentially the Scirra Arcade! First, though, I need all the feedback I can get. I would really appreciate it if you guys could give it a play and let me know what you think!

    What I already know:

    -The music is a touch too loud (Use "M" to mute)

    -The game's difficulty is a bit skewed (To try out the different fruits, try focusing on strawberries until it unlocks- Strawberry Spam OP!)

    Any other commentary would be great. Thank you guys so much!

    Web Version - http://nevermorenorth.com/admin/FarmFur ... mfury.html

    PC Version - https://www.dropbox.com/s/yo7jxbl4osbve ... n.zip?dl=0

    OSX Version - https://www.dropbox.com/s/fu3yvpla0zgbb ... X.zip?dl=0

    Linux Version - https://www.dropbox.com/s/ibu5r7ddwujct ... x.zip?dl=0

  • Hey guys! Kongregate has a couple of cool features for kongregate that the kongregate plugin doesn't have, like http://developers.kongregate.com/docs/kongregate-apis/kongpanions-apiKongpanions. I know there's a way to use Javascript directly in Construct 2. Does anyone know of some kind of guide to get me in the right direction?

  • TheWrappening Hey! I really hope you try to see this project through! It's really cool to see people just getting in to game design. Seriously, go for it! The one thing I would tell you to be careful of is something called "scope".

    When making your first game, it's really tempting to shoot for the stars. A lot of people who are way smarter than me and way more experienced have said that it's better to just make a game and finish it, and that finishing some kind of game is the best thing you can do. For your idea, for example, you could make a single level where you have to get to the front of the class without the teacher seeing.

    The lessons you'll learn in a smaller game will help you with bigger projects, and maybe with enough trial and error, you will end up making that school game!

    The most important thing, though, is that you keep pressing on and don't give up.

    Good luck!!

  • contagent First, your picture is great! Really good stuff.

    As a note, you should always watermark your work. While I'd like to believe everyone is inherently awesome and honest, it just proves not to be so sometimes.

    Also, you should try some art that is closer to what game designers are looking for. Try making a sprite sheet for a character, or item icons, or something like that. If you need examples, hit up google images with any of those terms, or check this forum. Good luck!

  • So... my best recommendation would be to mimic the example auto-runner game that comes bundled with construct 2. Essentially, you're going to be working with one reel... twice.

    Steps:

    1. Make a long strip with your various results. Have it begin to bullet downward.

    2. Once the strip has travelled almost its height in distance, spawn another one directly above the first.

    3. Let it play endlessly. This will create the illusion of a reel.

  • cristixxx Thanks for providing the capx, but could you also include a written summary of what you're looking for? It is difficult to discern what an appropriate AI workup would be without understanding what you want the AI to DO.

  • So first, a caution against complex colliders... The more colliders you have, the more your game is going to slow down. Now, on to your question.

    I'm going to level with you here, I don't think Construct can do what you need it to out of the box. You're talking about weird weighting, and how the heavy end of the egg effects that wobble, and those concepts aren't really in Construct, I don't think. (Someone PLEASE let me know if I'm off base).

    That being said, with a complex collider map and some elbow grease, you can simulate that wobble, but not in a really automatic way. Essentially, when the egg collides with the ground (On Collision Enter) you can have the egg rotate using the "Rotate Toward Angle" action and some random numbers, you can have the egg rotate quickly, simulating that shake. It won't be realistic, and you may have to play with the conditions a bit to get it to work at all, but that might be the only way to do it.

    Best of luck!

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  • Huh. Thanks! That's a much more efficient way of performing that. Thank you!

  • WHOOPS. Okay I figured it out. By adding a "Wait 0.1 seconds" event in, it did not trigger the next event on the same tic. Okay, thanks guys! Y'all are awesome.