seothen's Forum Posts

  • Created this in Construct 2; it's meant to look like a video game in the style of Avengers Alliance, but it's a 5 minute vid centred around the Rifts tabletop game.

  • I'm using Construct to create a 5 minute movie tribute to Rifts (imagining that there's a Rifts game for PC, which there isn't.

    You can see the full size image here: http://orig15.deviantart.net/570f/f/2017/163/1/7/rifts_crpg_screenshot_by_seothen-dbcidcx.jpg

  • I was reading through a tutorial for Unity that indicated it was better to not generate the same particle effect on demand (like an explosion that happens for each enemy) but rather to hide it ie. offscreen and momentarily place it where it needs to be as needed. This keeps it in memory once rather than destroying it and having to load it into memory each time it's used.

    Can anyone confirm this is a best practice for Construct as well? If the same particle system gets re-used multiple times is it better to keep it going outside the layout and bring it in as required?

  • So many great images and I... well, I've started making a game and want to share this:

    It should look familiar to most of you... I hope .

    bood The Elder Scrolls influence is pretty apparent, but I think I'm also seeing some Rifts RPG elements in there.

  • tabyat thank you!

  • If I can throw my two cents in I'd say don't make a Metroidvania - I'd like to see a one on one Street Fighter 2 style game, but inside of an environment that's exploreable. Similar to Bruce Lee, for the Commodore 64 (yes, I'm old):

    https://en.wikipedia.org/wiki/Bruce_Lee_%28video_game%29

  • If anyone here uses Inkscape for their game graphics you might find this useful (or maybe you just like graphics programs in general); it's my first video tutorial for Inkscape, covering some tricks with the Bezier Pen and the Pencil Tool.

    Subscribe to Construct videos now
  • Missile Command Style shooter; for desktop and after some resizing, for mobile.

    So far there's 4 enemy missile types, 5 missile upgrades, and speed upgrades. I'd like to have at least 10 upgrades for enemy and player attacks.

  • gumshoe2029 Was your project desktop focused? Good to know either way, it's sounding like sprite fonts might just be a best practice (and it's easy, though time consuming, to make them in Inkscape with any font you want to use).

  • Thank you very much - very informative.

    Since I'm aiming at this for desktop it seems like I can go with either one, but it's nice to know the easier (IMO) way of implementing is with the Visibility manipulation.

  • I want to put a graphic, in this case, a text frame, in different locations on screen (ie. near whoever is speaking at that time).

    Can anyone tell me if it's more resource-efficient to create and destroy the text frame as needed (maybe 50 or more times), or to always leave it on screen, but set it to invisible when no one is speaking (turning visibility on and changing its location as required, then setting visibility to off).

    Thanks!

  • I used to be in Search Engine Marketing, about 2 years, but that was mostly Google Adwords. Interesting results from your Facebook experiment, I don't know SEM on their side of things but I'm guessing it's similar - the more clicks your ad gets, the more you can start to slide back your spend while maintaining position (or is FB different?)

    You went through your entire budget - do you know how quickly over the 36 hours you reached your cap, or does FB dole the ad out slowly over the set time frame?

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  • As an update for anyone else wondering about this, a Global Variable was the way I've implemented this; might not be the most effective way, but it works.

  • Hello, in my game when you click on a portrait (choose your character out of the 4 possible characters) you go to the gameplay layout - what's the best way to spawn an image of the portrait that was clicked on in that new layout as well?

  • Fun stuff!