rekjl's Forum Posts

  • It is definitely interesting, but I think it is super difficult to implement in a way that will actually give a better gaming experience.

    The main problem, is that realistic images, tend to have very similar contrast and tone. The images in your second post shows it quite well. As for a gamer, this pose two issues, first, it is very hard to distinguish between certain objects. And second, due to similar contrast and having to concentrate more, the eyes get tired much more faster than they normally would, which would result in the player spending less time playing the game.

    3D games can do this because they have a 3rd perspective that helps greatly to visualize the different objects, even if they look very similar. Of course, the use of fog, shadow and Ambiance Occlusion helps a tonne. But with 2d games, it becomes almost impossible to balance between Realism vs making the game visually easy to understand. I think that is why nowadays, many prefer mixing them. Using realistic textures, shadows and rendering, but on a non realistic color (a vibrant color almost always). If you watch most of the 3D animated movies, series and games, you will notice that many of them prefer using this. You get a sense of realism, but the vibrant colors makes it visually attractive.

    ......well that's just my humble view.

  • Congratulations on this great milestone!

  • Nice share!! This will be a big help to many.

  • I could be wrong, but it looks like you didn't set the timescale for btnSounOff to 1, so that's why it isn't reacting at all.

  • Hi growstudios and welcome to the forums. This is a topic that has many approaches so it depends on which you prefer. The approach I like to use is this:

    If you are only targeting 16:9 ratio, it is simple, just select the screen resolution that you prefer and work from there.

    If you are setting up for multiple aspect ratios, I usually select 2 or 3 of the most used ratios, create a bounding box with those ratios, and set them in the middle of the layout. All boxes are transparent in the middle, they just have edges so I can see them. From there, I design my game so that

    a) All the vital parts can be seen from all the different ratio boxes. (the intersection of all ratio box)

    b) No unwanted objects can be viewed from any of the ratio boxes. (every part of all the ratio box)

    For example, a vertically longer aspect ration will show more of the floor than a shorter one. So it is important to make sure that the graphics don't cut off suddenly or display things that are not supposed to be seen.

  • You will most probably need to look into saving the movements and timing of the game object. I've never tried it, but it might not be so simple, and it would eat up some resources, especially depending on how long the gameplay is, cause you will need to save the information during that entire gameplay. I believe some of our members did something similar, you might want to search the forums for older post regarding rewinding movements.

  • Haha at least now I know to avoid that movie. Sounds......really boring! I guess it must be one of those movies where they talk and talk, (based on the beliefs and views of the script writer), than add a little action just so that they have something exciting to put in the trailer. Haha I guess it isn't even worth downloading online?

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  • No problem UnitDTH. Also something that I forget to mention. It is best to do two event checks for the arrays. One to check if the array value is smaller than the time variable, and another if the array value is 0 (which means that it is empty and contains no value). I am sure you can see the problem now, If you do a event check timevariable <array, than set new array and save, it will never save because the empty value when first check is 0 and will always be less than timevariable.

    This is usually what I do,

    1st event,

    timevariable < Array, value at (?)

    -delete that value and add the new time variable in, and save

    2nd event,

    Array, value at (?) = 0

    -delete that value and add the new time variable in, and save

  • Haha no worries. We all start from zero at one point. It is easy to miss some of the simple things sometimes. Good luck.

  • Create an array that is simple and corresponds to the number of levels you have. For example, if you have 30 levels, create an array with a width of 30 would be nice. From there on, save each best time at the appropriate array. Level 1 will be at array cell 0 and etc.

    And I wouldn't use at the end of layout for this. I would trigger it once your condition for winning that level is met. For example, you win if all the enemies are killed. I would do the check at that event. You should use a variable to save the current level completed time, than compare it with the value in the array. And if variable < array value, delete the array value, insert the new best time from the variable into the array, and save.

  • For sliding, to get the smoothest results, you can use lerp. If you are a total beginner, lerp might be slightly complicated, but it is super useful. Or you could use the litetween behavior. https://www.scirra.com/forum/viewtopic.php?f=153&t=70700&hilit=lite+tween+litetween

    As for the scale, you can set the scale of the sprite in the actions section, or actually create two different sprites for that button, than when you hover or press it, set it to the other animation frame.

  • Basically, all menus come down to this.

    a) Stop or pause the game when the trigger for the menu comes out

    b) Run the correct event based on what the player presses next

    So to stop the game, once your trigger has occurred, from the above example, When Bird collides with enemy, either use the set time scale to 0, or set your variable if you are using a variable to control when your game events should run. Next just create the sprites for the menu and buttons at the location you want them to be.

    As for going back to the main menu or resetting the game, use the go to layout action and the restart layout actions. As for a resume button, just delete all the menu sprites, and set the time scale back to 1 or your variable to the appropriate setting.

  • Haha ok, good luck on your game.

  • Sorry, could you explain a bit more cause I am not that clear. Which event from the picture is it going to instead of which event it is supposed to go to?

    If you are willing to share your capx, it will be easier to take a look and understand what you are trying to do and what the problem is.

  • I think a Trigger once While True event will stop the loop.