lionz's Forum Posts

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  • 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.

  • 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.

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  • 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.

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    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.

  • You will need to share a capx, caproj needs all the separate files.

  • Not supported by IAP. I think someone was working on a plugin...

  • I'm not sure exactly what you want to happen but it sounds like a layer problem, make sure the player is on a layer above the tree layer.