Valerien's Forum Posts

  • AnD4D : in general, you'll need a parent/child relationship to scale a non-uniform object in a uniform way -you scale the parent instead of the child. But well, Construct doesn't handle per-axis scale, so you should use your own height and width ratios instead (store the initial height and width, and do your scaling operations from that using a function).

    To me anyway, the scale is rarely useful as it is.

  • stowgary : as it is now, it's very hard and tedious to read. To me, this isn't a great idea. As far as getting a job is concerned, I'd rather bet on direct human communication and working with your network of contact. By the way, Linkedin generates clean automatic CVs from your profile that you could use as a reference : http://resume.linkedinlabs.com/

    Good luck going forward!

    Nathan

  • This type of data doesn't belong into global variables. It should saved to a file, and managed as arrays at runtime! You just need to use the AJAX object and to create a text file into the file folder of your construct project.

    Good luck going forward!

    Nathan

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  • TrickyWidget : It's quite elegant already! I'll wait to see how it evolves, but it will eventually be a nice supplementary tool to c2's arsenal.

    It's a very interesting engine. Too bad it hasn't caught much wind just yet! Anyway, it's under continuous development, so it can be interesting to follow. Hopefully, more and more users will start contributing, as it's open source.

  • Thanks a lot Kyatric! These summaries are always useful.

  • Kyatric : that's true, they're all designers at heart! And one can make commercial games regardless of either his artistic or development skills; you just get limited as to what you can achieve.

  • Naji : Although quite a few persons do, I'd still recommend to focus on a few key skills and to find somebody to take care of the rest. If you want to make a living out of it otherwise, it might cost you a lot of time, and some tedious work actually! I've been working with an engineer, for whom a lot of algorithms are really easy to manage. He knows of a lot of advanced powerful programming concepts I just can't use properly, and he's just fast at what he does.

    In your examples, Kyatric , Notch and Blow are both primarily technical guys, developers, while Konjak is clearly an artist for example. They all use their key strength to their advantage: as a constraint that limits your choices, thus facilitates your progression during development.

  • kraed : did you have issues because of the framerate? Otherwise, the game plays solely with the mouse or touch on tactile devices.

    I started writing down ideas about things I could share. I promised to do some work on AI, so I'll be tackling that first. Then, I'd love to transition to art tutorials, alternating between practical 2d game art techniques, organized learning resources from elsewhere and general thoughts. This week and next week, I'm releasing an interview with an illustrator and former art director at EA games, Adam Duff. This will be a starting point hopefully !

  • Aphrodite : sure, I agree.

    Having all of the buttons in a single object works well if you just have your basic mobile UI, not too many. I generally create the UI at runtime as well actually! If you have a few functions to anchor stuff and place it at an offset from the edges automatically, it feels good. The all buttons in one thing is mostly about reimporting easily for me. It can also make the process of generating UI from JSON or XML at runtime pretty effortless. Each user will have to pick a way depending on his project and project's scope! Anyway, thanks for the comments!

  • : Thank you !

    I've just released a new tutorial called "3 techniques to manage complex UI". It's an article for beginners or intermediate users mostly. Thanks to jayderyu for his suggestion!

    Have a nice day lads,

    Nathan

  • jayderyu : although Unity isn't optimized for 2d, it really benefits from the large pool of polished systems from the asset store! Coming from a 3d background, the asset pipeline doesn't feel too awkward, even for 2d. But well, I'm on the design side of things, can't say much about programming. Only that c2 requires a very small time investment to get into, compared to Unity !

  • matrixreal : Thanks much matrix, that's heartwarming! Construct2 is a flexible toolbox. Thus, it can do many things! It's mostly up to the designer/developer to spend the time to get a polished result.

  • A0Nasser : I'd rather make art tuts actually! But there are no sections for that on scirra's website, and I didn't expect it to be of interest for people around here. Don't hesitate to message me with some suggestions !

  • atomoso: I'd love to. For the moment though, I don't want to push a game project too far, as I lack the programming experience to optimize and organize a large system well. Thus, for now, I'm leaving Dan the Rabbit as it is!

    Thanks much,

    Nathan