Valerien's Forum Posts

  • rexrainbow Yep same here. Might happen in a specific case or in rare occasions? Anyway, the latest available version seems to be on github.

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  • rexrainbow : seems like Ubivis simply uses github as a repository.

  • Oi JuniorTabanez : não tem muitas pessoas que falam português aqui. Normalmente, devemos conversar em inglês ou traduzir seus mensagens. Google traduction não funciona bem com frases, mas acho que você já sabe-lho. Somente ter uma linguá permite à todos de se entender e de participar juntos, sempre. Você não fala inglês bem talvez? é muito importante por trabalhar na industria de videogame. De qualquer maneira, é importante de manter uma linguá aqui. Você pode perguntar Tom por um forum especialmente em Português, talvez ele pode abrir-lho.

    Boa noite!

    (basically translated your messages Arima - couldn't resist an opportunity to write in Portuguese ! I believe Junior told you to use google translate in the first post, yep.)

  • Really nice! Along with the tileset support, it can help to create really nice bases for a dungeon. I'm looking forward to its future iterations !

  • It's called "touch my balls"! *giggles*

    The game is cute, but lacks some sort if added mechanic to provide the player with some choices: for example, having a combo streak, a per color combo, etc.

    Sometimes, the bounces get a bit crazy as well. The velocity of the balls tends to build up when multiple balls touch each other in rapid successions.

  • So, I personally try to use a single or a few trigger events in order to push the battle turn to its next state. In my latest prototype, I basically use "on tween finished" or "on MoveTo hit target position" to check who arrived where, and tell a given character what he should do next. Also, I work with the "on animation finished" trigger to change the animation state of each character.

    This way, there is only a few triggers which call the battleManager function, directly or through another function (like characterMove("attack", targetUID, combo) calls the battleManager if the attack combo ends for whatever reason). Each aspect of the system I could separate from the others is split into its own function and/or even group.

    Can't help much more without seeing your code. But, if you're interested, I'll make an "advanced" tutorial based on the work for my latest project. Some kind of postmortem. I'm wrapping up the prototype itself today or tomorrow (got a bit delayed).

    Cheers,

    Nathan

  • daehawk : You rather want to use a for each loop at the start of your layout and for each character, create a variable id = Self.UID;

    Then, every time you want to call a character you have filtered, you just have to call objectName.id

    ahmadmanga : it's good to have characters inside a family to give them the same instance variables etc. easily. You can also manually assign them a tag to easily filter them in the code (if character.type == "playable", -> do some specific actions...). But UIDs are key to avoid code duplication and scale up your engine: using trigger events (on animation finished), you can filter one instance and send its UID to a function. The function picks the object by UID and does all kinds of stuff to it!

    Good luck guys,

    Nathan

  • I second Scofano here. onur, you can't use flashing colors like that, it really hurts the eyes, and it's dangerous for some players. I unfortunately couldn't play because of it.

  • Hehe DUTOIT ! Construct 2's price is effectively low when you see the quality of its web portal and the rhythm of the release cycle. I saw they were recruiting as well, so it's great to see that they can afford a new dev on board =) !

    Azu : I think there was a dedicated newsletter for promotions, but I cannot find it. There are sales from time to time yes, but those are a bit sparse.

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  • Hey DevDan : You can find a commented capx example attached to this post.

    Jumping is kind of a trigger. You only want to fire it at the start of a touch, and not continuously. And according to your code, the character will continuously move if the player is touching the object.

    Good luck going forward,

    Nathan

  • Thanks guys!

    MrGoatsnake : from the next version and on, it should suffice to make touch moves directly onto the screen.

    Beaverlicious : it's really short and limited at the moment, so you're not missing too too much =) !

    Today, I have an updated version of the background elements for you:

    I've got some work to do at the moment, I'm making a website which shall contain some game design and construct-related resources (plus job-hunting). The next update of the game will be available by the end of the week though.

  • Hi there daehawk ! I'm working on a small RPG prototype at the moment. There isn't much to tell specifically about how to organize code: I'd just say you'll want to separate every single system from one another (handle the animation states somewhere, manage the flow of the battle elsewhere...). If your blocks of code become interdependent, you might soon get stuck.

    There are two solid plugins I use at the moment: LiteTween from lunarray and JSON from Yann. The latter tool permits you to manage data from JSON, and I use it for pretty much anything that I'd like to edit from outside of C2 (like the items of the game, key values...). This is particularly interesting because you can update those JSON files later on the html5 build without having to reupload everything.

    The only interesting thing I can say from my work is that after having done that little proto, I'm going to make other simple games that explore some simpler aspects of those systems and build some kind of inner engine/framework: because making a solid rpg-esque system that scales well and remains manageable seems to require a least quite a bit of C2 experience.

    Good luck going forward, and good luck C-7 on greenlight =) !

    Nathan

  • Thank you for the kind words everyone! I'll be polishing it mostly, at least for now. I'm currently detailing the environment, and slicing it. However, I'd love to turn this into a little rhythm-based RPG when I have the time =) !

  • ?

     

    Dan the Rabbit

     

    ??

    Click to try the early prototype

     

    Description

    Dan the Rabbit is a turn-based RPGprototype. It's a quick project I'm doing to get a sense of construct's coding

    system, and find some techniques to better handle complex systems. I also

    wanted to have some demo to showcase the work I do as a designer and artist.

     

    It is still in progress, although you can already try an early version!

     

    Features

      • Painterly graphics • Smooth animations with Spriter! • A cute dynamic battle system

    How to play

    The game features touch (and mouse)controls. Simply touch a button in order to interact with it!

     

    Changelog

    2014-06-13: initial post with the firstreleased iteration.

     

    Upcoming features

      • A richer environment with parallax • More animations! • An inventory