RangerJim's Forum Posts

  • Don't think of the walls as walls.

    Think of them as Bullets and use the bullet behavior on them.

  • Asmodeus - I always use OTHER. It is just the simplest.

    episuarez - I agree that Bitbucket COULD close (not likely since they are owned by Atlassian), but this is a very easy to use service and most developers using Construct 2 are not experienced software developers.

    I have been doing software development for a long, LONG time and I am actually bringing BitBucket in house (the take home version is called STASH) for our development teams where I work now.

    And as thehen stated very well, the intrinsic nature of Git is that there are several copies of the repository in several places at once.

  • So I've been trying to figure out a way for the Physics object that is associated with the Metaball to be destroyed along with the Metaball.

    If I put them in a container together, I get a weird freeze action when the first one is destroyed. The same thing happens if I select the physics object by the id property of the Metaball and destroy it as well.

    Though the temporary freeze is kinda cool, it is not what I am looking for.

    Any thoughts?

  • Very Nice!

  • This gave me awesome chills and some more awesome ideas.

  • When           Wednesday, March 6, 2013

    6:15pm- 8:15pm

    Where           YetiZen Innovation Lab

    540 Howard Street, San Francisco, CA

    Click here to register and learn more about the event:

    http://www.meetup.com/Ludei-HTML5MobileGames/events/103165642/

    Thanks Ed.

    Bummer, I have a Cub Scout Leadership meeting at that time.

    Maybe next time...

    What is the meetup group called?

  • firebelly

    Where is the meetup? I am on meetup and live in the bay area too

    I would be interested in a game development meetup.

  • Kyatric's Asteroid Tutorial is a great way to learn how to do high scores...

  • You can PIN the objects together after positioning them at the correct image point and angle.

    The Pin behavior allow you to select the mode: Position & angle, Position only, angle only, Rope style or Bar style.

    When I have a composite object that has specific I include all objects in a container, then create the base object - which creates all the others, then position them and angle them and pin them.

  • I know this is all very subjective and is a fundamental part of how tower defense games differentiate themselves from one another, but I was wondering if there are any good resources out there that helps define cost structures for turrets, points for enemy kills, upgrades, etc...?

  • Doesn't the existing TargetUID expression do what you need?

    For 2), if you unacquire target then use the acquire target action and pick an object within range, it should switch to targeting that object instead.

    GRRRRRR....

    Now I feel foolish. I even saw that TargetUID last night but it did not register in my tired brain.

    Thanks Ashley

  • Ashley

    I had a long conversation last night with a friend of mine who has worked as a Designer in the game industry for a long time (Games like: RIFT, Stargate Worlds, World of Warcraft). We were discussing the changes that the Game industry is going through and how that is affecting the big game companies and the little ones alike.

    Basically the shape of games is polarizing to REALLY BIG BLOCKBUSTERS and small casual games, without a whole lot of good games in the middle.

    Some of the things that he said that really rang true for me are very pertinent to this thread:

    1) Flash is DEAD. It is going away. Even Adobe has an exit strategy. The big game houses are writing their own now and migrating away form Flash. It will take a few years, but there will be few attendees at the funeral of Flash from the Game industry.

    2) Game companies are moving towards smaller games that have continued revenues instead of the big purchase up front. Games like Farmville (Facebook) and Pandemic (Android and iOS). The important thing about these games is that they have in-game purchases. You can play along and get in game points to spend, but for 99 cents we can give you that plant, genetic upgrade, new race car, etc... RIGHT NOW! This is where we are seeing little games that start out as FREE end up making 6 million a month due to add on purchases. This too, is the niche I am entering with my game making.

    3) The game consumer is getting very smart. They want to be entertained and challenged and have it all presented in a pretty package (great art, music, effects). Fortunately, they are willing to pay - a little bit anyway - for games that meet their expectations. What they are being smart about is when a company disappoints them too many times they will no longer buy from that game company. WOW! Consumers have a memory?!?!? Some of the inscrutable "frustrating" game makers have even gone to the extent of changing their company names every year or so, just so they can slap on some new graphics over the same LAME game and sell to a whole new batch of unsuspecting rubes.

    All-in-all I am very happy with your choices for Construct 2. I think you are focusing on the right things and getting a lot done. I only wish you had more help with the coding.

    -Jim

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  • There are two things I find that I would like to have in the turret behavior:

    1) A way to get the UID for the currently targeted object. The reason for this is that I have a Turret that fires a bullet that causes an effect that lasts for a while and I would like turrets of that type to not target an enemy that has the effect on it already. (E.G. - A slow effect for the enemy)

    2) Along with First and and Nearest for Target mode it would be nice to have a way of prioritizing what target is selected: Strongest, Last, Fastest, etc... If I had suggestion number 1 (above) I could code suggestion number 2.

    Side question: Will there be some manual entries for the Turret and Pathfinding behaviors soon?