Valerien's Forum Posts

  • Ashley and Aurel, I absolutely second that. 2d shaders are really easy to build and use with C2. I'd say that features like shaders and multiplayer are simply less accessible for beginners in game creation (on whom your marketing strategy seems to be focused) than, as Aurel outlined, more experienced users. Shaders are mainly of interest for artists, and there aren't many artists roaming the forums at the moment.

  • The last time there has been a poll, users have massively voted for a multiplayer system that I haven't seen used that much (I'd also expect a lot of users not to be able to use this feature, as networking isn't super user friendly).

    Anyway, i'm all about democracy. But I'm not too certain that users here are all about picking features that would benefit everyone, as much as I appreciate the community.

  • Kyatric : ah true, I forgot about that one (never used it really, I thought you had to set it up per-image). It does use png quantization as well (well, pretty much every tool uses that compression for png). I'll edit the tutorial today then.

    EDIT : I modified the tutorial, added a section at the top that shows how to open and use the image compression dialog in C2. I hope this can still help a few users. Thanks again Kyatric for the pointer. I have gone through a fair amount of pages in the manual, but C2 is a complex piece of software, thus you always stumble upon features on the fly.

  • Hi everyone,

    I just released a new tutorial called Drastically reduce your game's download size with image compression (edited according to Kyatric's pointer).

    I hope you'll like it!

  • Thanks Softloulou, and DUTOIT ! I coded the prototype yesterday. I have some time ahead of me at the moment, so I'll be focusing on this game (and tutorials revolving around it) for the moment.

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  • Dash Rumble

    Click to play - v 0.2

    Devlogs

    1- Devlog #1: designing the game and the AI

    Pitch

    Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win.

    The project

    Dash Rumble is about building up a battle system mildly inspired by wrestling: the player’s main way to beat his opponent is to push him, rather than to damage him. It originally started out as a combat system in the vein of the old school Tales Of (that is to say, confrontations on a line), and evolved to become this very game project: a fast-paced fighting game based on well-known platform mechanisms.

    You can already try the first prototype by clicking the play button above!

    This thread will serve as a development log for the game. I will also be sharing tutorials and tips based on my experience with this project.

    How to play

      • Arrow keys to move • Space to dash

    Upcoming elements

    I'll be working on modifying the core game rules and the art next.

    Getting in touch

    If you like what I do, you can follow me on facebook and twitter !

    Thank you for your time. Nathan out !

  • I'm looking forward to seeing where you're going with this game. The pace is still a bit slow for me, and I'd like to get a bit more feedback that plain text when attacking or what-not, but you seem to have a solid base to build upon already !

    Good luck,

    Nathan

  • This really looks extremely useful: editing and managing database stuff for c2 is pretty tedious. I'm looking forward to giving it a try !

  • Keep up the good work guys!

    I've been switching to lineart and illustration type of work, in particular with a cel-shaded style: actually, a few clients asked me to do vector art, thus I'm training for it.

  • The ability to change the default value would effectively be nice. For characters, an animator would pretty much never use a value below 6 (run cycles in 3 frames, 2 steps per second), and most of the time you'll want to work at 10-12 FPS. 0 would be a nice decent default value for everything UI related as well. +1

  • Big +1 here as well, this would be a great time saver. Would use that for pretty much every project .

  • New tutorial released - How to AI by example : Platform follower. It shows a way to program an AI that detects obstacles using a captor object.

  • Tokinsom : Look at the beta releases, their are lots of tweaks and improvements that have been made in many areas, including usability. The animation importing workflow has been improved recently for example, with the "reimport all animations from disk" feature.

    With a team of 2 devs, you can't expect them to content everyone. I'd love to see existing tools and workflows being polished up just as you do. But other users would rather want new and exciting features, right? It must be a tough balancing act for the devs.

  • Hi everyone,

    EDIT - SOLVED : My bad, it took me some trial and error, but this actually happened because of a mistyped http:// in a reference URL.

    Since yesterday, I'm getting an error report upon submitting a tutorial, thus wanted to report it :

    Server Error in '/' Application.
    
    Invalid URI: The format of the URI could not be determined.
    
    Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. 
    
    Exception Details: System.UriFormatException: Invalid URI: The format of the URI could not be determined.
    
    Source Error: 
    
    An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below.
    
    Stack Trace: 
    
    [UriFormatException: Invalid URI: The format of the URI could not be determined.]
       System.Uri.CreateThis(String uri, Boolean dontEscape, UriKind uriKind) +6701413
       System.Uri..ctor(String uriString) +20
       v2.CommonFunctions.IsURLInternal(String testURL) +27
       v2.ArticleFunctions.FormatMarkup(String markup) +3648
       v2.ArticleFunctions.CreateArticle(Int32 sectionID, Int32 authorID, Int32 difficultyID, Int32 languageID, String markup, String title, Int32 categoryID) +645
       TutorialSubmit.SubmitTutorial(Object sender, EventArgs e) +6982
       System.Web.UI.WebControls.LinkButton.OnClick(EventArgs e) +116
       System.Web.UI.WebControls.LinkButton.RaisePostBackEvent(String eventArgument) +101
       System.Web.UI.WebControls.LinkButton.System.Web.UI.IPostBackEventHandler.RaisePostBackEvent(String eventArgument) +10
       System.Web.UI.Page.RaisePostBackEvent(IPostBackEventHandler sourceControl, String eventArgument) +13
       System.Web.UI.Page.RaisePostBackEvent(NameValueCollection postData) +9528682
       System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +1724
    
    Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.18446[/code:xeqwri56]
    
    Have a pleasant day.
    Best regards,
    Nathan[/i]
  • Hi everyobody,

    I just added the FSM tutorial to scirra's tutorial repository.

    Please tell me if you'd like me to create specific examples. FSMs are really a generic tool that are super useful (if not required) to make tons of AI types and objects. Anyway, I believe they're easier to learn by example, rather than using plain text.