kimicatdemon's Forum Posts

  • 9 posts
  • I read a few of it, and while he does have a point on some things that are clear DON'Ts, some of the other things are entirely subjective to how the personal developer works. Some practices may make things more difficult, but if you work with them over time, you certainly will get better at your own methods, which would still end up with a nice game.

    For beginners though, this would be a good strong tip guide for ways to learn some processes in general. I don't think every beginner should take EVERYTHING on the list word for word, but it is certainly showing you the room that you may have for improvement.

  • When it comes to how I make my games happen, it's usually a matter of "how much juice do I have running today?". Certain parts can be done easily and other parts may drag for weeks. Usually my kick is being eager to finish it and share my game with others.

    My process for making things work though tends to work like this:

    1. Get a game idea: Having an idea is the first step to anything. It doesn't need to be ground breaking or anything. just something fun. Added points for motivation.

    2. Design the concept: This stage can take a short moment or a good while depending on the game I want to build. I try to get an idea of what the screen should look like so I have an idea of how many objects I am looking at making and also the style for the game. It's great to look back on during production as well.

    3.Pick your engine: This one is typically always based on "which on would this be easier in?" simply because at this point in the game for me, I want to focus on finishing the product. There's typically always "an ideal engine" such as Unity, but to code all of the classes and limits can be a little messy sometimes with me. (The UI is a little much at the moment.)

    4.Make a prototype: Boxes. Everywhere. I'm not exactly looking for a nice look here, I just want to know that I can make the fundamentals of the game in the engine.

    5.Graphics: This step makes or breaks me because I am so lazy with graphics sometimes. Other times, I will go through and remake everything 6 times. Depends on my drawing mood for the day, but it can really kill some larger projects that have a full prototype ready.

    6.Bells and whistles: with that done, now I just kind of make everything pretty. I can't compose music at all, so I turn to a lot of free music online (with proper credit), add particles and effects, and pick out any kind of errors with collision that I may find.

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  • I was looking for some music for my next small game and I just found this thread. You have some amazing skills with music!

  • Well, depending on the strength of the bosses, a block or parry may not be a bad idea for some strategic moves. Otherwise all you will have for the tougher bosses is "hit it until it's down". (which is okay for earlier bosses, but after the first or second one, you may want to add something in that would require a bit more "thinking" with your skills.)

    Adding defense doesn't mean you have to sacrifice an offensive skill though. You can probably find some kind of magic skill that works offensively and defensively at the same time. It may not be the strongest move in the book, but the dualism of it would easily compensate for it.

  • Like it has been stated, I think the idea is awesome, it just doesn't feel like photo realism should be the goal for every game.

    The idea itself is something useful though, as the games it would work great with would really work wonders with it.

    On the topic of being an interest of 2d games, I think it would be a bit "limited" in terms of potential. There are cases (as in your example images) where it would work, but the restriction of a Z axis doesn't seem to help with the photo realism concept too well. At the end of the day, it's still a flat work and a huge amount of effort can be lost simply because of a 2d gaming concept. Again, this can mostly depend on how creative you choose to be with your concept, but for a novice or even an intermediate developer, I wouldn't suggest going too far with it.

    Finally, although it has been stated already, I will also agree with construct 2 simply not "feeling" ready for something this large. The frame rate could get extremely large on your size of the game, and construct 2 may simply not be able to work with that much. It may be a nice idea for the future though, but for now, it seems very difficult if possible at all.

  • Okay, I did not know about the button condition so I tested it out.

    I restarted the layout plus the global variables, but now the objects aren't dropping the second round. It's a start though, but the retry button is resolved in this case. Thank you very much for that.

    I'll work up a bit more rep around here in the meantime so I can help with the .capx problem at the moment.

    Edit: I just realized I forgot to restate the time scale. it's working entirely now.

  • Your capx got removed

    Yeah, sorry about that. I just joined because I'm at wits end on this topic and you need 300 rep in order to post URLs.

    I don't mind being social, it's just a lot easier to post the .capx and get it over with than posting caps of the event sheet.

  • I've reduced down from a graphical button to a normal button for this case, but neither one of them seem to want to work. It's probably a simple fix and I am just really missing something simple.

    If you get a game over, you can tap/click on retry and and the whole layout should restart with a reset on both scores. The problem is that it isn't doing anything when being clicked on.

    This is my first game with this engine, so I really have no idea what to look for as far as troubleshooting like this goes. I've looked through the event sheet and found nothing that should cause the problem, but I can't locate the problem.

    Here is the .capx for anyone curious to take a look at it. The number of escapes you need for a game over is 10:

    Ah, looks like I need a bit more rep to post URLS.

    I have these screencaps of my event sheet though. Is there any kind of spoiler like tags available here to not flood the page with them?

  • Hey there, I'm called Kimi.

    I tried using construct 2 before in the past, but it was a little hard for me to spin with because I had no idea where everything was at.

    But, I decided to give it another go and I am going fairly smooth on this try. I hope to get going a lot further with Construct 2, as it feels like it caters more towards my personalized needs as an engine.

    Cheers.

  • 9 posts