Valerien's Forum Posts

  • Beautiful

    Thanks revvin ! I left you a private message as well.

  • : pretty nice content you have there! I'm eager to seeing more !

  • GeometriX you can use a trick: copy your new image in an image editing software, select the image you want to replace in construct, delete and paste your clipboard. This will preserve your data as it is. It's not great though, but handy sometimes.

  • Naji Jayjay : this is a characteristic mechanism of free to play games. It's effectively partly meant to have the player come back on a daily basis, but it's more than than. At first, the player gets a sense of rapid growth, the game advances fast. The player gets invested into the game, and the game stays rewarding. The gameplay is then artificially slowed down. The player, who has now spent a couple of hours into the game, is now more likely to spend a bit of money to keep the pace going or to compete with other players. And, as you said, it forces the player to come back and check everyday. There are generally many complementary mechanisms, like the player being rewarded for coming back every single day.

    Anyway, on mobiles and social networks, the average player tends to spend only a couple minutes per game session. In transports, between to mails... those free to play games are also optimized to give the casual player a bite-sized set of actions to take at multiple time intervals.

  • Ashley : It's good, yes! But it only works with tiled backgrounds and spritefonts, while dragging sprites in c2 creates sprites by default. If you have, let's say, 4 or 5 environments, that's also generally nice to have the same amount of folders, just for organisation's sake.

  • Ashley : the n°1 could be an improvement upon the current system if it can be done swiftly. Some "reload all animation" button or right-click option in the anim view could be nice. This still doesn't solve the tedious work of re-importing many background elements though. Can't compare with bigger engines or ask for a complete take over the system, but I feel like a lot of time is wasted arranging, creating and reloading objects from within c2, rather than using the windows explorer directly (cf. Unity's project manager).

    To list things more clearly, I'd see some design like that:

    1- a folder structure in project mode that mimics the explorer view. Only sprites with multiple frames and/or animations are stored inside a sub-folder using their c2 name

    2- C2 automatically detects changes in the folder structure or files in the project view based on changes done from the windows explorer -> updates the files and folder structure inside the C2 editor.

    Dunno whether it's feasible, but I think it conveys the idea. Something that permits a professional artist to drag and drop his 30 background sprites freshly exported using generator in photoshop, overwrite the current construct2 files, and voilà: the whole environment is updated in construct. That's basically how Unity (and game maker I believe?) handles assets.

  • Gougth : Thanks a lot, that's really touching. I'm working on some articles/tutorials based on things I've explored with that game (the first one's coming out this week). I'll be working with c2 for a little while anyway.

  • Jayjay : yep, it's kind of nice but the main concern I have is re-importing many singular assets, or a character with a bunch of animations (for exemple in a top down game, the character is animated in multiple directions).

  • Spriter won't improve performances, as it just creates as many animated sprites you dropped in your SCML file. From my experience, it's quite CPU and GPU intensive on mobiles.

    Ldk: the 2d plugin for UE4 is still experimental. Unity, on the other hand, has a really solid 2d workflow already. Anyway, I wish you the best of luck with your work, going forward! There are still ways to optimize your game on C2 though I guess. Both on the CPU and on the GPU side. For example, your Background layer isn't set to transparent, so you have your full screen filled with an invisible layer of white on every frame. Your game seems also very heavy on the memory side: it's quite long to load here, even with a beefy configuration.

  • jayderyu and others: absolutely, The current asset management makes it very tedious to iterate on any project. As an artist and designer, I've spent countless hour reimporting animations and assets, using tricks to maintain the image points and collision masks. Being able to just overwrite files from windows as in Unity would be a huge time saver to many persons here I believe. But then, I guess it must be somewhat of a planned feature on scirra's long todo list?

  • Codeman320 : when you go to a new layout with the same event sheet, not only the global variables keep their state, but the event groups stay active/inactive, as you left them at the end of the previous layout.

    You can reset all of your global variables and groups manually when the condition "On layout Ends" triggers. You can use the system action "Reset global variables" if your game doesn't need most global variables to be persistent.

    Generally, for variables that should reset when restarting the layout, you don't want to use global variables. Use local variables whenever you can, or store variables into a file/dedicated sprite object.

  • daehawk : ok that's great then. I wasn't concerned as much by your game's performance as by your code organisation actually. But yep, I shouldn't extrapolate too much from just a sample! Anyway, keep it up, I'm looking forward to seeing where you can push this project !

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  • Hi everybody, I have just updated the prototype. It now features a higher level of polish overall, with a bit of sound and music! I hope you'll like it!

    Beaverlicious : yes, it kind of focuses on being a small, packed visual demo. I got quite a bit of success showing it to marketing people at an event recently actually, and they're the kind of persons who just have 20-30s to look at your work. So the game had to be visually pleasing and be playable through this tiny timeframe! I'm looking forward to making much more interesting demos next, it's just that I need to focus on visuals as it's my main source of revenue as a freelance.

  • Arima : the reason it can cause trouble further down the road is that everything is evaluated in a line, always -> variables have to be set in the right order and daehawk will need to put booleans in many places to check if the event can be run or not. When the event list will start growing, bugs are more likely to suddenly appear in the game, because of the lack of event hierarchisation. I've put it in an expeditive and ambiguous way, I guess. I should rephrase. daehawk -> the way your events are written, if all of your code is setup like that, may give you trouble debugging your game later in the development process. It's easier to track problems down if you have clear, separated code groups and functions called at specific moments into your code loop.

  • daehawk : seeing your code, it seems like you use many events to do the same thing. Also, the way your events are setup, everything is being evaluated on every single tick. It may cause issues later not only as far as performances are concerned (on lower end devices), but it can also provoke bugs.

    I've been taking rest this week, was quite tired. But I'll be sure to continue making commented capx, and start a series about rpg-related systems. I'm launching a website on which I'll publish articles about game design and C2 in the first half of July.

    A quick thing about the turns: I use two group of events (playerTurn and enemyTurn) which are being toggled on and off based on the flow of the battle. I'd have to go on everything in greater details, and show some example code to convey the idea properly I think. I'll do this in an article/tutorial.