VonBednar's Forum Posts

  • How about giving each sprite type/size a numeric value based on the amount of pixels the sprite occupies. Let's say small sprite (16x16px) 256, medium (32x32px) 1024, big (64x64px) 4096.

    Sprites don't have to be square - as long as you approximately know how big they are you'll be fine.

    Create a variable in the layout, each time a sprite is spawned add it's value to the variable.

    Check how big is your layout (800x600px has 480000 pixels) when the sprites occupy let's say 50% of the layout (so when the variable is equal or bigger to 240000) initiate GAME OVER.

    Experiment with how much of the layout you want to be occupied both game-play and performance-wise.

  • I couldn't replicate the issue you're describing. All the bullets looked fine on my pc. It might be your browser's fault - check on other browser or update the one you have.

    Although I have run into an issue that every 20-30 seconds I am loosing control of the sprite (it is jumping up and down a little bit then).

  • Hi, it would be amazing if you could subscribe to any topic and get notifications about new replays, just like when you get a replay in a topic you created. It would help users to follow particular threads more easily.

  • I think the forum would benefit from kudos/thumbs up system. There is a much more content in the forums than it is in the tutorial section etc. I think people should be able to thank the users that helped them or brought some interesting topics, and the thanks would add up to their reputation (maybe not on 1-to-1 basis, but every 10 thanks would give you a point of rep).

    From what I have seen, systems like that encourage helpful community (look at boardgamegeek for example).

  • I want to create a mouse controlled "frog" jumper platformer (imagine mario if he can only move by jumping) and, while I have got some progress in it I am now stuck.

    What I want to do is to control a platform sprite (because platform behavior already handles a lot of things I want to include in the gameplay) to jump in the direction of the mouse pointer. I achieved this with jump on click and platform vector X to -(Sprite.X-Mouse.X) on mouse button down - while this needs some tweaking to work perfectly, that's not what I want to achieve.

    I want the sprite to jump as close to the pointer as possible, so when the player clicks on the "ground" the "frog" jumps there. Similar with platforms, click on (or slightly above) one to jump there. I want the frog to jump in a parabolic arc and not a straight line ( just like native jumping for platformer looks). Also, I would like to be able to control the length of the arc or it's x and y vectors with events to make a maximum jump.

    Is that possible without using physics behavior?

    I would welcome any input, even brainstorming ideas are fine.

    Thanks in advance.

  • Bartosh - well, I want to say - whatever floats your boat ;)

    Personaly, I don't see anything wrong with using a "sinking ship, without it's captain". There are great games created using older, or even obscure technologies. There is a lot, we can learn from those technologies..

    ...and it seems you did. I am not here to tell you that you continue using CC. To be honest, as a propmaker, I know that the right tools make the job. With your game idea, I would go with something along the ways of Unity - making your own engine, without a team, from a scratch is a lost cause, in my opinion.

  • Duh.... that was really Noob of me. Thank you, this is now solved.

  • Just recently I started learning CC and C2. I do it mostly, by loading .cap and .capx to the appropriate engine and learning from the logic within the files.

    On few instances for CC, I run into the following issue. When I try to open some caps (like the one here: dl.dropbox.com/u/52670878/Advance%20Wars%20turn-based%20grid%20movement.cap), CC comes up with an error saying that the file was saved using a newer version of Construct. I have checked, and I am using r1.2, which, from my understanding, is the newest release of CC.

    Do any of you Classic aficionados encountered this issue and managed to fix it? Any info would be greatly appreciated.

  • Also recomended - rougelike development articles on rougebasin: roguebasin.roguelikedevelopment.org

  • I had a hard time choosing one of my dream games, as you can only submit one idea. I decided to go with the one that is feasible by today's game development standard.

    This dream game is a grand Civilization like, tun-based strategy but without the earth's history in the background.

    I see it taking place far in the future, where humanity was almost wiped-out. Instead of civilizations (like Inca or Spanish) you would choose your tribe from a set of backgrounds (humans who survived all those years in vaults, tribal humans, new-humans or even an AI) and add a set of traits (like defenders, gatherers etc.) You would start with certain technologies, but You would not have to progress trough tech-trees in a lineral fashion - instead, you people can adapt many approaches (technology-like or magic-based) to achieving the same goal. The tech-tree would change while you play, so You can mix and match your approach, making your people fantasy, realistic or something in between (like steampunk for example).

    A lot of game mechanics would be handled by "traits": tactics for units, beliefs of your people, even their physical traits. So each unit and building would have it's own set of traits represented by a small icon. This is to encourage a moding couminity to come up with new traits and technologies to expand the game even more. With traits like that, you can easily develop rock/paper/scissors approach to different aspects to the game.

    Other civilizations would react to you based on how similar they are to yours (in "race", traits, technology etc).

    You could create your own buildings and units from "ready parts" of technologies you discovered, making every civilization unique in a way.

    On top of that, a lot of the game would be procedurally generated, from maps you play on, trough random events and even some random resources (are those animals safe to keep, maybe they make a great mounts?).

    It would be a true-sandbox grand strategy, that focuses on player's immersion.

    I could write a lot more about it, but I feel like this post is long enough.

    Maybe, one day, when the stars are right, I will be able to bring this game idea to life.

  • While the spread information is interesting, I don't think it will be a determinating factor for many users - I guess it is simply a choice between making Windows only games and multi-platform ones. For me, as a new user, this is the main question.

    I am considering CC only because, as an oldschool gamer, I feel more at home with .exe files and saving to a file instead to cache.

    Saying that, I think that Scirra is correct in pursuing html5 for their engine, as the web is going heading into html5 era. They are exploring new grounds and I salute them for it... almost as much, as for releasing CC to the public free of charge.

    I am wondering, how easy would it be to port a simple game between CC and C2? Has anyone attempted it? I am curious of the results.

  • I will usually go and play rainymood.com in the background. For whatever reason, the rain helps me concentrate and feel more creative.

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  • Well, it depends what kind of user you are targeting for your games.

    If you will be looking at casual players, get something low-end, like amazon kindle fire. It is by far the most popular android tablet. Although people use it mostly for books, anything that will run on kindle fire will run on pretty much any tablet out there.

    I am not sure of this acer - never heard of this model before.

    Samsung Tabs are good, and I would call them mid-range.

    Nexus tab is great, as it is pure android and it is already open for the developers (so no rooting etc, to run your own .APKs).

    Just think of a user base you want to target - go on some android website (http://www.androidcentral.com/ is a good source) and check available and popular tablets for this user type.

  • <font face="Courier New, Courier, mono">Hello World</font>

    Przemek here(yeah, I know - it's pronounced something like p'shemeck), originally from Poland, formally of UK and now of US. I had been lurking around the forums for some time now and I finally decided to take the idea of creating some video games in a more serious manner.

    I am mostly a designer and a maker (as in maker/hacker movement), but up until this point, my creations where either only for me, or for small tabletop game publishers.

    Now, I am just learning the ins-and-outs of Construct, but will start making games soon.