lionz's Forum Posts

  • That is a LOT of questions. "Some people told me do it with arrays or local storage but I dont know how?" That's your issue, I would look at array tutorials, there's a nice basic one to learn what arrays are and how they are used. Once that is complete then you'll know how to add data to an array and store it. I believe if someone just sends you a capx you won't know how any of it works will you? So it will be difficult to then expand on it to make a game. This also sounds like a big effort for a first game as it will require lots of database information to be stored. In general though, yes if it's some kind of management game you are going for then you can store a player and each related data in an array and grab it later by finding the position in the array. I guess you would display that information in text boxes. You would probably assign them 'team' data so they can be listed in a team and then if you want to swap them to another team you update this data. I don't think there's any way to provide a 'small capx' for this, it's more progressive, you will start with data and build upon it until you have player selection in a list and then transfers available, because what you are describing above is pretty much an entire game. In terms of presenting the teams, if you mean in a list then that will be a case of searching the array for all data that contains that team name and listing the players. If you mean actually playing some soccer graphically you would have to make that, randomise some movements of dots on screen or something similar.

    TLTR: look at some array tutorials and get comfortable with using arrays as your game will rely on it.

  • No problem, here is an example capx using Dictionaries : https://www.scirra.com/tutorials/4836/n ... dictionary

    You could use the Dictionary values to store data or modify it to use an Array instead.

  • Hello,

    It is as simple as using the 'save' and 'load' slot commands. All the array values will be saved at their current state at the time of 'save'.

    Check out this link for how to easily save and load a game : https://www.scirra.com/tutorials/526/ho ... -savegames

  • I used to work at DICE (EA), and other gaming companies with no degree. I never heard anyone required a degree. Some of our best coders were self taught and so were many of the artists.

    Artist = Portfolio is king. If you make awesome art, no degree is required.

    Level Designer = Portfolio is king or a pupular game mod, or maybe your own game (Maybe a C2 made one) to show your skill.

    Developer/coder = No degree is required if you know what you're doing and are a complete nerd.

    Even if a company doesn't use C2, completing a full good game with it, will show you have the knowhow about the fundamentals of the game design process, so it's always good.

    It all depends on what position you're aiming to get. You wanna make game engines? Then u better learn some proper coding language. Games industry has tons and tons of positions, some doesn't even require any particular skill at all. My team leader at EA used to be a carpenter before he decided to work in gaming. But as a team manager, just project managing the development. Many companies also use their own in-house tools and editors, so you have to learn new anyway.

    So all in all, depends what you wanna do, or rather how hard you are willing to work to get there.

    A degree can help in the more technical positions but besides from that, not really required.

    I'm also EA alumni I was pretty much going to respond with what you said. OP didn't state what role they were looking for, a degree helps you to understand the various roles in game development but is not 100% necessary for games jobs if you have some experience and a portfolio. If you were to become a game designer I think a portfolio of games made in C2 would suffice. If you were to become a games programmer then a game made in C2 wouldn't be enough experience as you don't really know a programming language, so you'd have to do a degree or take some online courses. I worked as a dev for a short while at Lionhead and this was from just learning Kismet and UScript within Unreal Engine 3 in my spare time, creating some demo levels and learning how to fix bugs with the scripting language.

  • Please define 'different'. Did you import it with the lowest quality encoding at all?

  • The simple answer is, you make sure they are compliant yourself. You decide which ads are displayed in game so you make sure they meet the requirements. AdMob doesn't know if you've made a kid-friendly ad so I don't see how the plugin would check for this or why it would need to.

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  • Lara of course I'm also a fan of Sonic, Rayman, The Turks from FF7, Steiner & Vivi from FF9, Auron from FFX.

  • Then you assign the stars a variable for what level they're in. I'm pretty sure you only need variables here, no reason for an array, unless you want to explain exactly what you're doing.

  • yep some good ideas! Tbh it's turned more into a tower defense type game in my mind. That genre might work better with what I was trying to do, abilities on a timer, armour up the player while enemies get closer.

  • I will guess that you probably mean a different enemy object but with the same variables and behaviours etc, right-click then clone object type! New object will be Enemy2 with the same setup. If you want to use the same actions like compare for all enemies then put all the enemies into a family called 'enemies' and run the logic on the family.

  • For Double Dragon style beat em up I guess 8-direction will work fine, you don't need platform and the jump would just be an animation. What I think you might be looking for then is disabling 8-direction up presses when you hit a certain Y co-ord? That might work better if it's always going to be the same height in the level, or you can use collision of the objects around him. Not sure about your second question.

    Ashley

    Ah yeah it's fine now...weird. I'll take a look at neocities some more then.

  • You'll have to share a screenshot, capx or some other information so we can see the issue.

  • You can try 'On touched object Tennis Ball' which will only trigger the touch once. That will solve both issues.

    Trigger 'on touch end' could also be used. When touch released it will fire the ball if you want that kind of functionality.