Rising's Forum Posts

  • Hi,

    Story --> set text to Story.textvalue

  • Um, some features of the engine for us who have no idea what "breath of fire" is? :-/

  • I haven't personally tried it but you could set layer3 visible and layer0 invisible (add action --> Set layer 3 visible, set layer0 invisible).

  • Add an invisible sprite in your "Game" layer and give it Pin behavior. On start of layout pin it to your UI element.

    Change the fruit's behavior from bullet to custom movement and use "accelerate towards position". Set X,Y of your sprite and never look back ;-p

  • These tips belong to my favorite category: So simple, yet so effective. Thanks.

  • I find consistency easily the most overlooked aspect of video game design. It's also one of the most important as it contributes to the "look and feel" of a game.

    For example, in Windows OS you know that the little red "x" button closes the window. You know how it looks and feels.

    Now imagine you're making a game with several layouts. These share a similar "x" button. In one layout it's blue, in another it's yellow. In one layout it closes a dialog box, in another it maximizes it. I'm playing your game and my experience has worsen because not only I don't know how it's supposed to look but it serves different functions as well. How am I supposed to be well versed in your game if the UI is broken like that? It makes for a cumbersome experience and I won't bother playing it.

    Consictency refers to other aspects as well:

    Before I start designing a game, I think about the overall graphics style (theme). You can't have a layout with 8 bit graphics and another with isometric high res (well some top notch designers mix and match styles but I have a long way to go until I get there).

    Or how about super nice angry birds style graphics mixed with pixelated low resolution sprites?

    Is it really necessary to use 50 different fonts in a game? More on the subject, why one speech dialog box has different font than another?

    I like to keep it simple. I choose a style and maintain it throughout my game. I make sure the the UI elements work as expected. Hell, I use an online colour wheel to check witch colours go well together (but that's another topic :-p).

    These are all details. But they separate a really well crafted game from millions of shoddy games out there. So keep in mind, consistency is your friend.

  • I took a look at the .capx and the problem was that the thumbstick was in the wrong layer. It should be in the "Pads" layer.

    make sure the pad is in another layer with no scrolling.

  • I did some tests with the rgb function and I managed to get the formula:

    Red + (Green * 256) + (Blue * 65536)

    In your case: 245 + (245 * 256) + (245*65536)=

                  245 + 62720 + 16056320 =

                  16119285

    Hope it helps.

  • I don't have specific tactics to maintain focus. What I'm starting to realize is that there are days you really struggle to make something happen.These days suck.

    Maybe you spent 4 hours listening to audio tracks and/or sound effects. Maybe the graphics are sub par. Maybe your game logic is flawed. Maybe you have too many layouts, too many event sheets and you know what? it just doesn't worth it.

    But then you test for the millionth time the same layout. And suddenly it "clicks". Graphics, music and events all come together to form a level. Holy sh*t, I'm a game designer (not really but you catch my drift)!

    To me these moments are the confidence boost I need to maintain my focus.

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  • Neat! I really dig the concept.

    Could you make it somehow (maybe include a dictionary?) so that when a valid word is entered you automatically attack without pressing the button?

  • Hello people,

    I'm currently working on my first game, an arkanoid clone (hardly original but I'm learning a lot of things as the project goes on).

    You can find it here:

    dl.dropboxusercontent.com/u/56378473/BitNoid/index.html

    Feel free to check it out and offer me your feedback.

    Cheers!

  • Use "is outside layout" condition and if true, add the action System->Go to layout.

  • Thanks GeometriX, I will try it.

  • Hello all,

    Is it possible to change a particle object's colour via event editor?

    And I mean to change the colour of the image used, not the colour of a single particle.

    I have a layout with various coloured boxes and when one is destroyed I want a same colour particle "explosion".

    Right now I have 5 different colours and 5 different particle objects.

    Not the best practice I suppose, so could someone please point me to the right direction?

    Thanks in advance!

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