Lou Bagel's Forum Posts

  • First of all, the article/book you read seems to be targeted towards certain games, not all. Puzzle games for example don't align with those topics. Clash of Clans and World of Warcraft, two games that topped their category, didn't have definite endings. So it may be good advice but may only apply to certain games.

    I wanted to comment on the 'surprises' topic. A lot of those games you mentioned do have some surprises in them, but they can't be surprises that throw the game too much either way as they are strategy games. For example Civilization has the little barbarian huts or native tribes where you can gain a technology or get ambushed. SimCity for SNES I remember had "gifts" where if you were doing well you would get a special building.

    As for your recent discussion I agree that these 'sandbox' type games which you are referring to allow the player to create their own story in a way. You may not have character dialogue and that detailed focus but if the player gets attached to something in the game then there can be drama. For example, if you are playing SimCity and have something planned out in your head then a fire comes along and ruins it. It becomes the story of your city. Or in Civilization there could be plenty of twists: you plan to take over a civilization but while your forces are out you get surprise attacked by someone else. You don't need to lay out a narrative for the player because the player guides it—whether they want to be risky or safe, etc. etc. Some players really get into that but some don't.

  • I can't remember off the top of my head: is "move player forward" under the physics category? If it's not under the physics category then it won't follow physics rules while acting that out. That seems like the issue you are describing. I only remember physics movements to be apply impulse and apply force

  • Yeah, I loathe pulling up the debugger. I usually add in console.log or appending to a debug txt while doing anything complicated.

    Basically need a way to turn a string into syntax. As anything you type in will be stored in a string and inherently act as if it is surrounded by quotes. Not sure if there is a solution but haven't looked yet.

    If you are repeatedly looking for the same attributes you could set it up so you can click on an object and it will list attributes. Not as good as your idea but pretty simple to setup and could be useful.

  • Is there a way to get a package deal so I can get it on Steam and ios?

    Probably a silly question, but figured it wouldn't hurt to try

  • I get it and it would be useful. I have to point out there is always the debugger before you put too much work into creating your own. But I will let you know if I find anything useful.

  • What is the exact event for your player movement? Are you using physics movement or just setting position?

  • Didn't know you wanted it random. Look-up Random() and Choose() in the handbook.

    You can have it pick a random number and store it in a variable. Then just use comparison events to choose the background. Probably a different way to do it that cuts down on events but I would start with that.

  • I'm trying to understand: so you want to be able to type an expression or variable into the input box and have the debugTxt show the value of the typed expression or variable?

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  • I think it is pretty simple, it is only changing the visibility. You should give it a try and ask for help when needed

  • If you are wanting to use the assets you are already using for the cutscenes then you just need to disable the controls while the cutscenes are going on and set events to control the character and NPCs.

    So you need an event that triggers the cutscene then event out everything you want done.

    If you mean like a video that is outside the scope of Construct (as in creating the video).

  • I'm not sure bullet behavior is the best to use to control your character. It may work in some situations but seems physics would work better.

    Is it getting stuck at the top because bullet behavior is still active? If you think about the bullet behavior a bullet object is always moving forward when active. So a bullet going into a solid would keep getting pushed into the solid, thus getting 'stuck'.

  • Is there any reason you can't just change the visibilities?

    -Set new tiled background to bottom of Z order

    -set new tiled background visible

    -set old tiled background to invisible

    Or you can start a loop to subtract 1 from old background opacity until 0 then set invisible.

    If the background consists more than just a tiled background you can setup different background layers and set the whole layer invisible.

  • Not sure I follow what you are asking for but maybe start with this:

    var TargetNumber = -1

    function Randomize:

    For Each Random Number

    --If RandomNumber != TargetNumber

    ---Random Number = floor(Random(1,10))

    Of course make sure you are familiar with Random(), Choose(), Floor(), Ceil()

  • tabyat thanks!