Lost my Keys's Forum Posts

  • Best use of the All Your Base meme ever.

    We should make that game!

    > Would make an interesting game story though, hehe.

    >

    It is no story. It's TRUE.

    Well the way you wrote it sure made it sound like a game. You've got me thinking of the kind of game it could be. Someone call Will Wright!

    Seriously though, there's not enough game management sim games out there, that would be so much fun to make, lol. Have the usual research department, but researching fancy new game technology and hardware, sell products around the world, compete with other developers and companies, or become a company like Electronic Arts or Microsoft and simply buy out the competition! Start the game back in the days of the earliest computer and gradually move through the first 8bit computers, and onward past 64bit, holographic and beyond! Actually, forget Will Wright, call Sid Meier instead.

    That would be such a cool game

  • im not sure If I can make my own file type but ill set up my big rig tomorrow and see what I can get done on it Im snowed in ATM and a plugin like this would REALLY allow construct to become more of a multiple person project tool. It would almost allow for an integration of an art pipeline. however it would make it require an installer. Its likely that the first integration of this modified plugin would allow only for loading of individual files.

    Bah, no fair, we've barely any snow here

    I'd agree an installer and a way to properly use external files in general would be nice to have, and very handy for, as you say, multiuser development, or if you want to update things at a later date or offer patches but don't want a user downloading a huge executable each time. And to have them in some kind of package file, even if it's just the regular zip, like many other games often do now. But from what I've seen when it's been requested, it's probably a ways off if it's going to happen.

  • You do realize that EVERY 3d package exports to .obj right?

    Of course I know that. I also know very few 3D engines will accept that format and instead use their own propriety format, or animation only from specific 3D packages (generally Maya or Max), I also know that not every 3D package exports to it in exactly the same way, which can result in incompatible files, plus the .obj file isn't the be all and end all that it used to be, there are better supported open source formats that provide more options and information saved, thus making them a more attractive prospect than the now very old wavefront object file. Hence my original point still stands.

    [quote:2dpxu548]WOW thats not even true people love to play games that dont look photo realistic in fact people usually find it a nice change of pace. Okami, Braid and many other games that are not realistic looking at all people love those games.

    Niche games and 15 minute wonders, they're good for a change but have no lasting appeal with the majority in this day and age of the "i want it now and it has to be cutting edge perfect" generation. It's a standard fact that this generation are on the whole, spoiled, and will always expected better and faster and more of it. Cult Classics of the past remain cult classics because of of the rose tinted memory effect of those who remember them, and the fact people were just easier to impress back then, plus as you get older you begin to appreciate substance over flashy visuals. It would be folly to even pretend a homebrew game done in a few weeks will ever have a chance of drawing attention away from the cutting edge games developed with millions of dollars, for more than a few minutes, from the spoiled generation. And it's a sad fact, but a fact all the same, that if you sat a typical user of the type I used as an example, and had them choose between something with very basic 3D and fantastic gameplay and something flashy and expensive looking but not so great gameplay. They're going to pick the latter, it's just how it is, just how they are. If you want lasting appeal, aim at the older generations, and those who don't make owning the best hardware the second it's released, their lives.

    [quote:2dpxu548]No just no. Do you have ANY idea as to what goes into making a 3d game engine? The REASON they have all these different middle ware engines is because it was too time consuming and stupid to REMAKE the same thing over and over again. and if you can make an engine do what you want with recoding a bit of the source then they would always opt to do that. 500,000 lines of code to make it do what you want or 2,000,000 to build your own. not to mention the debugging time, the time it takes to learn how to interact with it all that as compared to relatively minor changes in a preexisting engine to make it do what you want.

    Your talking about middleware, not complete solutions like I was talking about. Writing an engine from scratch does not mean not using middleware.

    [quote:2dpxu548]have you used unity or any other 3d engine most of them are pretty intuitive..... especially unity.

    Yes, I have. Except Unity, that's the only one I haven't used.

  • Ok I've written up the following mostly to apply for platform, adventures etc. Not really puzzle games, though in some area's the same info can be used. It barely cuts the surface of level design or theory, but could be a useful starting point for others.

    When I mention player skills. I'm talking about the PLAYERS skills, their experience while playing. I'm not talking about player character skills and attributes. I thought I should clear that up as I'm sure someone will jump in and mention it.

    Level design is very individual to the game and the kind of gamer yo are aiming for. What works for one game, might ruin another. But the four main points of a level are:

    Beginning

    Don't simply stick your starting point anywhere, have a reason for it. Ask yourself why does the player begin at this point? How would he have got there? Look through other games and see how they've done it, the different methods used for the different styles of games. If you have a storyline, this will help loads.

    Reason

    Now you've got your player in your level, what's the point continuing? What's my motive to play through this level of yours? It's all well and good having a storyline and an overall final goal, but what's the purpose of this particular level beyond progressing toward the final goal? You could have the greatest idea on the planet, with the most amazing end of game ever. But if your levels are simply go from A to B. Then people are going to get bored. Include extra's, such as coin collecting, or special power-ups, secret area's or side quests. Your level may still be linear from start to finish, but mix it up and give the player more to do, they'll be glad of it.

    This doesn't just apply to the overall levels, but absolutely everything within them too. If something doesn't have a reason for being there, then it isn't needed. This even applies to intentional red herrings or McGuffins (an object that isn't really important, but gets the players attention for whatever reason or moves the game along), perhaps to attract a players attention to a specific area, or to continue the storyline in the way you intended, not just put there for the sake of it.

    The player isn't you.

    Always bare this in mind. You might know your levels backwards, and know exactly how to do everything in them. But your players wont, so don't make things too obscure. Yes hiding a key to get to the next level, inside a rock hidden in a lake might seem challenging to you, but ask yourself "why is it there?" Drop hints elsewhere. The general rule of thumb "if it's required to progress, don't let the player find it by chance"

    End

    So you've come all this way to the end... of the level. I know it's not the end of the game, but I'd like some kind of reward for all that effort. Perhaps a bonus score for speed, or a piece of a map, anything really, don't just move onto the next level.

    Better yet, a nice big boss character. Make it creative on how to beat one of these, perhaps using the skills you learned during that particular level.

    Always reward the player for doing a good job.

    ---

    The first level - Appearance

    This is the first part of the actual game that the player is going to see, they're going to judge your game ENTIRELY on this first level. This first level is your sales pitch to the customer you're trying to sell that expensive car to. Everything depends on it. You'll find just about every game out there, the first level, map, location etc. will almost always be the best looking and best designed.

    The first level - Tutorial

    At the same time, it also has to serve as a tutorial for your game. Pretend that the player hasn't read any instructions or played a game like yours before, they've just picked up your game and began playing. So now you have to introduce them to your controls. The exact way you do this is entirely up to you, and greatly depends on the type of game you've made. Bare in mind the following points though.

    A quick fire shoot-em-up is going to attract people with shorter attention spans, or just looking for something fast, quick and simple. So pages of instructions forced upon them will have your game shut off faster than it takes to load the first level. Consider icon displays within the game, showing quick to understand commands. For example an icon of the left arrow key with a single word "Left" next to it, hovering above the player and not pausing the game. Simple, to the point and not interrupting the game (have it fade quickly in, then fade out after they've used the key).

    For a more strategic game, make your first level or levels into actual tutorials, with more in depth information. But make it possible to skip these tutorials entirely. Nothing kills replayability more than being forced to go back to school each time you start a new game. Use an .ini file to store whether the play has done the tutorial levels previously, if so, automatically disable them. The player will like that.

    Playing curve

    Your game should always be reasonably easy to begin with. Don't make it so simple a player could do it blindfolded, give SOME challenge, but try keep within the tutorial like boundaries. For each level, introduce new challenges and problems for the player to overcome, while reusing things they will have learned previously. Mix them up a little, gradually increasing difficulty in a smooth curve. If you suddenly make a level far too difficult than the previous one, it can infuriate players and put them off wanting to play further.

    If you've made it well, a player should notice the difficulty increasing, but not feel that it suddenly becomes impossible.

    Multiple choice levels

    A multiple choice level, or area. Differs slightly from regular levels. While it still has a beginning and end, and a reason for everything within it. It isn't linear in the traditional sense. The player should be able to go where they like (within reason), and complete whatever tasks the level presents, in a variety of ways. Include different obstacles for the player. Have an easy route, a difficult route, a complex route. Don't make them too obvious, allow the player to discover the various means to an end on their own.

    Linear layout

    So you've decided where your player will start, you've come up with a reason to go through the level, and have a nice reward at the end of it. Now you need to decide on its layout, baring in mind the playing curve, the players skills and what they've learned at that point, and of course the storyline. Don't make it a basic affair where all you do is go right, jumping or shooting enemies as you go. Remember those obstacles, challenge the player. You can move away from being too linear in some cases and have basic maze like paths, a few dead ends (but not too many, they get annoying, fast). Don't punish the player for going the wrong way, how do they know it's the wrong way? Perhaps have a little something waiting for them there if they do, be it an enemy or maybe some power-up or a gold coin. Shake things up a bit.

    Multiple choice levels follow a similar layout, just a bit more in depth and more open to player choices.

    Automatic scrolling games are more limited, and except in a few cases, will usually just scroll in one direction. Use that to force the player into making choices quickly on how to survive past that part of the level.

    Sandbox levels

    A sandbox level still has a beginning, an end, and a reason for everything. But what the player does in the level is up to them. They can continue on with the "main storyline", or go off and do their own thing. These are the most complex types of levels, because you have to plan for lots of creativity on the player part. Give them plenty of things to do if they choose to say to hell with your storyline and play how they want to play.

    Sandbox layout

    The biggest mistake most will make when creating their first sandbox layout, is letting the player go directly to any part of it. This is not how it should be done. Just because the level is completely open and the player can do whatever they want, doesn't mean one big open area. Create winding paths, obstacles the player has to go around. A couple of dead ends, interesting things to discover off the beaten track, a range of enemies befitting the level and players skill. The odd secret to find. Bare in mind though, everything has to be there for a reason. Did you put a stream there for the player to find a way to cross? Where does the stream go, are there other ways across it that perhaps will be useful to the player later on, or in a different part of the level? Why is that large cliff there in the middle of the level? Never put things in your map just for the sake of it.

    Layouts in general, while keeping to a levels theme, try and avoid repetition. Spiked pits or collapsing floors can be fun, but not when there's a whole bunch of them to navigate across over and over again.

    In some cases, your game might allow for a player to return through area's they previously went through. Bare this in mind when creating your level layouts. Was a particular level really complicated or frustrating? Does your game require the player go head back through that level or is it optional. If it's required, then reconsider how frustrating or complex it is, as your player might not want to have to do it all over again but from another direction. If it's optional, then make sure there's a reward for getting through it, proportional to the difficult of returning that way.

    If the player has to go through a level a few times, consider opening up a different route to the player once they've got past it the first time, so they can avoid getting bored of redoing the same difficult things in the same area over and over again.

    Enemies

    Regardless of your game, it's levels and it's style. Your enemies should always present a challenge, but never be impossible to beat. An enemy is nothing more than an intelligent piece of your level, therefore it should be appropriate for the level in question. Yes sticking a behemoth at the beginning of level 1 is funny, but if 99% of your players can't get past it, they wont be laughing much will they. This sounds obvious but you'd be surprised just how often a mistake like this is made. Enemies appearing too often, too soon before the player is ready.

    A good enemy should prove a reasonable challenge to the players current skills. As the player progresses, so should the enemies. The weaker the enemy is to the players current skills at your game, the more you can allow in a specific area, because they become less of a challenge on their own, more of an annoyance, but in groups can still pose a problem to even the more skilled players.

    The harder the enemy, the more likely it should be to have a specific Achilles heel (this is especially the case with boss characters).

    Boss enemies - They are supposed to always be the toughest and most powerful boss the player has come across SO FAR. No boss should be more difficult than bosses that follow it.

  • Check out deadeyes platform tutorials. That basically covers what you're asking. But be sure to use the version it was made for.

  • Current project - until I get bored that is .

    Subscribe to Construct videos now

    You can download the very early test here - http://dl.dropbox.com/u/1646976/PixPlat.exe

    Cursor Keys - Move

    Z - Jump

    X - Shoot

    First go at anything Pixel Art related.

    That is adorable, love it!

    Criticism: The player character kinda jerks/flickers an individual frame from another sequence? whenever you stop moving.

  • > What or Who is Lerp?

    >

    It stands for "linear interpolation," and it's a very useful and powerful math function. I had no clue what the hell it was when I first started to use Construct, but once it was explained to me (see David's post above) it made complicated stuff a lot easier. I know you're adverse to the whole coding side of things, but lerp() is a really good one to know.

    In my opinion, everyone should make friends with lerp() and clamp(), which is also so useful it's sickening. There's a list of system math expressions here on the wiki:

    http://sourceforge.net/apps/mediawiki/c ... xpressions

    Lerp() and clamp() are under the math section.

    Is there a thread or post anywhere that gives practical examples of what expressions like that can be used for? For the mathematically challenged or those who suffer from Dyscalculia (such as myself) Lerp gives an inbetween number and that's it. Would be nice to see examples of possible real world uses for that and other expressions, such as "Lerp could be used for X, Y, Z among other things", just to get the old brain working. Be a handy thing to reference for new users too.

  • Hey, just trying to figure out these effects too. The examples you posted above aren't working. When i open the file, Construct says out of memory or gives me an error.

    Can you make another example for me?

    Update to the newest version and they'll work then.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • ...Ever have one of those moments where you just can't think of how to reply to someone, either applaud their genius or secretly have them committed?

    Would make an interesting game story though, hehe.

  • Wow, no word of a lie, this morning I was thinking of exactly something like this (only as part of the Scirra site). So obviously I think it's a great idea haha.

  • Fixed? That actually sounds like a neat idea, but why not leave it strictly optional?

    Sounds neat, but doesn't work how you might think. It prevents you going up a slope at all really. Though what you're thinking it does, could be done with events I would think.

  • Questions for the devs really.

    How did you guys come about making this?

    What made you decide on 2D and not 3D? Was it a conscious choice, preferring 2D over 3D, seeing a space in the market so to speak, or based on necessity?

    What did you have in mind when you began, and where do you see things heading in the future?

    Are you planning a kind of "flagship" game made with construct, to show off everything it can do?

    What is the one feature you wish Construct had, or will have?

    Are more behaviors planned, to help with other kinds of games which aren't already covered?

  • Just fix the tiling issue with meshes, don't need more than that for 2D games (ok maybe basic rotation, but still). Anything beyond that, it stops being a pretty cool and "reasonably" easy to understand 2D game making app that can make a name for itself in a niche area and used for decent 2D games, and becomes a low end basic 3D app for mediocre to poor 3D games up against the bigger boys the likes of which it has no chance against. At which point there's far better alternatives out there (Source, UDK, Cryengine, Unity, hell even Realmcrafter lol).

    Yeah it would be nice to have an object loader (but dear god, use a format that's universally compatible like COLLADA, NOT something only MAX has exporters for!), but there should be some sort of limit on how far it would go, otherwise with every addition, there will be calls for something else, and the 2D side of things, including bugs, will begin to be forgotten and left behind.

    Unfortunately with the whole 'console generation', unless it looks damn near photorealistic, nobody will want to play it. Go with 2D and you attract the older crowd who remember "the good old days" and others who appreciate creativity over how many millions of polygons are bouncing around on screen at once, as well as the casual gamer, who probably doesn't have cutting edge hardware, or is looking for a quick fun game to play while the boss is out of the office.

    Stick to making it work perfectly as a 2D app (but with working meshes that tile properly, lol).

    Besides, and this is just a personal opinion. When it comes to making a game in 3D. You're almost always going to be better off writing it all from scratch. Because unless you're making a sheep, chances are there's nothing out there right now that'll do exactly what you want, without a great deal of difficulty, time and expense.

    They almost always use illogical backwards ways of using assets, which 90% of the time are not going to be compatible with what you use, they have far too many limitations on what you can do with them without access to the source code itself (and even then you're practically rewriting so much you may as well start from scratch) and NONE of them are as good as people think they are.

    The only 3D engine I think much of is actually the Gamebryo one (Fallout 3, Oblivion, Morrowind), but it's a cluster headache while being hit in the face by a loud annoying fat chick to get anything custom imported into it successfully.

    Oh and this annoys me no end. The first thing EVERYONE who's never made a proper game before does, when wanting to use the next fancy 3D engine, is decide they want to make a *!&$"#@ing MMORPG with huge massive landscapes that stream perfectly, lol! Honestly, can you imagine if one of those ever succeeded? How empty, dull, slow and boring it would actually be.

    I totally lost the point of this thread and went off on a rant, but I don't care.

  • 1) Make each room a different layout. It doesn't matter so much for a two room tester, but with 100 rooms you'll be glad it's not all in one layout in separate layers.

    2) Not that I've found, best is just to ask random questions until you get the answer you need.

    3) There's the wiki, though it's somewhat outdated and probably will continue to be until v1 of construct and people start using it properly. There's also the forums.

  • W00t! The 3D boxes WORK AGAIN!!! FINALLY!!

    On the minus side, what the heck happened to the platform behavior's slope handing? Now, when I run something up a slope, it gradually slows down as the slope becomes steeper. Sometimes, if you stop on a slope for a sec and then try to keep going up, you can't, presumably because you don't have enough force to do so. Is this the intended new behavior? Sure it's realistic, and is great in, for instance, a Sonic-like game, but it's a nuisance otherwise. (If this is unintentional, I'll go ahead and file a bug report, but I dunno if it is)

    Yep, it's a bug.