Tylermon's Forum Posts

  • The levels felt very long.

    Especially the first one, which didn't have much going on it makes people lose interest.

    I suggest the first few tutorial levels being short and to the point of showing how to play, then you can introduce longer more varied levels.

    Also, I feel like left and right should be inverted haha. At least an option to choose if it is or isn't.

    I played on web version on my phone.

  • If you animating a sprite say a character walking or something that just animates a lot. Your better off creating an object for collision set to invisible. then pin the the animated sprite to the collision sensor.

    Using a high animated character for collision checking isn't good design. This is covered in the the primers.

    I already use basic polygons for all or most of my collisions.

    It is possible the error was family conflicts, spriter/animation based, or something else entirely however it is set up so incredibly simple I find it unlikely.

    To keep the thread from getting unnecessarily long:

    I worked around the issue, the cause is still unknown.

    I couldn't duplicate it in a new capx, so I say simply move on from it.

  • Ashely

    I was using "is overlapping at offset" followed by a trigger once event.

    Collision wouldn't work because I needed the offset.

    I put the event together thinking it would act like a collision and only run once, but actual results ran the events indefinitely.

    I made a quick capx to try and duplicate the problem, but using the exact same events resulted in different results......

    Going to assume it is because of animations or collision shapes. Of my actual project.

    Regardless, it isn't behaving reliably for me, working in one project but not another would just add to my frustration using it.

    I got around the issue by checking animation states instead, disregarding the trigger once condition.

    I guess the purpose of my post was to say there are times where we(I) want events to run a single time. Once if true can run many times, if the last tick ever becomes false.

    Having a condition that after the event triggers doesn't allow that event to ever run again might be useful.

  • Refeuh

    I think the issue is that most of the other engines also export to html5. On top of that, they also do native code for each platform. That is a HUGE advantage over construct.

    What construct has going for it is the layout/level editor and event system. The html5 export is honestly nothing special or unique in my opinion.

    We need easy advertiser integration with major ad providers and native exporters/compiler integration if construct 3 wants to compete in my honest opinion.

    To be honest I'm probably done with construct when the next iteration of gamemaker and the likes come out. Unless of course the issues I addressed get implemented.

  • A0Nasser

    Somebody

    Yeah the fade was actually put in last second simply to demo the animations. I will most likely control how the sprites disappear within spriter, and use a timer to delete them. Still playing around with it. I like the idea of a single sprite to possibly fade.

    TheWyrm

    I don't have proper collision boxes set up yet, I should be able to raise the bat creature up after proper collision detection is place. I guess for the moment our hero is hmmm I was going to say enjoying himself....but I think he might prefer things other than one eyed bat things, I guess that's the best my game world has to offer him so far haha x.x the poor guy.

    I will take another look at the slime and see what I might change to look more of an attack, but it in particular might stay. The slime is intended to be incredibly weak and useless. It is short lived as far as gameplay is concerned xD

    Thanks everyone for feedback!

    going to be tweaking the animations a bit, and hopefully getting a working demo online.

    Has anyone used the action points or effects etc in spriter? Would be interesting to know if those work or are worth using for collisions and attacks and such. Same for sounds within spriter.

    Related to sounds I have none.... Are there good resources available online? Free or for purchase. Or if any composers might need a commission....I will need sounds at some point.

  • Are less than useful in my opinion.

    Spent a good deal of time trying to understand why my timers were not working among other things.

    Turns out my trigger once events were triggering every tick still. How useful.

    I had events like so:

    detect collision. trigger once -> stop the objects on top of each other(one would think this keeps them touching/in a collision) set timer.

    The fault was in collision detection. I guess it is like having two objects right next to each other. It randomly decided if they are touching or not. Sometimes yes, sometimes no.

    TLDR:

    Can we have a true trigger once event? Where it will run a single time and never again?

    (yes I know i can set some variables and such....slightly annoying though)

    Anyways I fixed my issue by checking animation states instead of using a trigger once.

    Wont be using trigger once with collisions ever again....not very reliable it seems.

  • New update with all new animations.

    One of a couple big changes I made was on the skeleton walk animation, otherwise enjoy the new things.

    As always, feedback is appreciated.

  • I will be animating this soon.

    Currently finishing some other animations and re-doing my previous walk cycles. Turns out after doing a few walk cycles I have gotten better with them

    Slime

    Bat

    and Skeleton

    are all mostly done! Will make a video showing the animations soon.

    I have a tree and the dragon in the works. Dragon will be tricky, tree might be done for the video.

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  • Fictional made up example.

    Open world single layout project.

    20gb of graphics....

    Only need 100mb loaded/on screen at any given time.

    Currently not possible. To make this amazing game.

    If we could unload memory it would be possible.

    Why does my mountain/snow area have my tropical assets loaded?

    Wasting memory is bad.

    Memory wasted is memory that could have been used to make the game better.

  • If you have not used the free version, try that first.

    Otherwise construct is a great purchase. I would imagine anything you learn with construct 2 should apply to 3.

    Also, this is a stable and feature filled engine. Even if 3 came out tomorrow, construct 2 would probably be at an advantage/offer more than 3 would for some time.

    In game development you need something stable and reliable. Waiting for a brand new engine is not the best idea typically.

    Construct 2 also has many plugins, something that a new engine will need time to implement.

    TLDR: Construct 2 is still a good purchase.

  • Ashley muito obrigado, achei meio confuzo o SVN, prefiro usar dropbox... Para isso eu pego os .zip dos clientes e jogo dentro da minha estrutura de pastas substituindo arquivos iguais?

    I don't speak Spanish, as such am only guessing at what you said. But I don't suggest using Dropbox.

    If you are confused by SVN a great alternative is Github. I find Git to be more streamlined and user friendly.

  • Honestly I have not seen any rise with it. A few people have posted about it with questions here, but the market itself is still bad in comparison to the others.

    Personally I jumped in on it early and have since left it behind. The store was a pain to work with, and the market share is insignificant. About 3% of the market is windows phone in America. Even less in other countries. That number has been going down for a good while now. http://www.kantarworldpanel.com/global/ ... ket-share/

    Some new construct users might be interested, but globally it is on a decline.

  • I am currently making a clicker game of sorts.

    As for adding coins in the background or while the app is closed, I suggest saving the date/ time periodically and adding coins based on that change.

    you can add in app purchases but I can't say if it is easy or not.

    I only briefly used stencyl and did not like it. I'm sure both work just fine.

  • locohost

    For the most part, I feel pickByUID can be completely avoided by other events instead of using a function. I struggle to think of a case where pickByUID is necessary. Most animations can be determined by collisions, keypresses, or data values(health,stamina, etc). And a similar reasoning goes with many other concepts. Most, if not all pickByUID cases can be avoided altogether.

    My thoughts on object id's

    I would imagine they are sorted at O(n log n) merge sorted, heap sorted, or something similar. in which case finding and picking the correct uID would be rather quick. Although a bubble sort or insert honestly wouldn't be bad either O(n^2).

    If objects are not sorted though and construct is using something linear, I can see how we might come across an issue. An easy way to test this would be creating a project with a very large amount of objects then time how long it takes to get the first object and last object.

    Do this about 3 times with different object counts, and we should be able to tell if it is linear or not.

    Unless Ashley wants to tell us if object id's are sorted/picked faster than that

  • Ultimately im a little confused what the issue is.

    I haven't run into too many cases where I need to pass in the reference of the object to a function. Not to say the scenario doesn't exist but I think it is avoidable.

    An example would be nice of when you need something done in a function and would have to pass the objectId.

    The way I see it, many things object specific can be handled with families and events such as on collision, or on key pressed or on data comparisons etc. No functions needed.

    Typically when I need to use a function it is dealing with data rather than objects. Either working with arrays and dictionaries or other things. Increasing experience, changing health. Changing how much money a player has, setting the game scale/size etc. For this functions work perfectly.