Wertle's Forum Posts

  • Here's my team's game:

    http://ludumdare.com/compo/ludum-dare-3 ... &uid=22452

    I also streamed my development all weekend, so if C2 dev streams are of any interest to you, you can see a lot of those here: https://www.youtube.com/playlist?list=P ... BG0CTcp1Hg

  • Hi all! I'm a long time C2 user but I'm having my first experience using it in the context of education this year.

    Most of my experience in teaching people how to use C2 has been in an informal sense - workshops to help people get started or going over tips and best practices or doing developer streams. However, my question is for those of you who teach C2 in a formal context, particularly in the US, where you have to fulfill mandated assessment requirements in the education system.

    Basically, how do you approach grading? Do you focus on the general principles of game development they are learning or do you literally assess competency with the tool itself? If the latter, how do you define what skills or knowledge are being graded? What is the difference between a C student and an A student in terms of how well they know the tool?

    Formal grading is something I have a natural aversion to simply because it is unfamiliar territory for me, but I know that it is an inescapable part of education for many of you. I am curious to hear how you approach it. Thanks!

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  • I released my game today! It is a super chill, relaxing experience about catching lightning bugs and hanging out with me.

    http://imaginal.wertle.com/

    I use Construct 2 all the time for game jams and prototypes, but this will be my first time using it all the way to "for reals completion" for a game.

  • Hi all! Does anyone ever do developer streams showing C2? I've started doing lots more dev streaming recently and thought I'd share the occasions where I show C2 stuff.

    I did while making a game for AI Jam last week. I don't do anything particularly fancy that's specific to Construct 2, but we do talk about some strategies for structuring AI behaviors in events if you think you might find that interesting.

    If any of you ever do dev streams of C2 please let me know, because I'd love to watch!

  • Greetings all! I'd like to detect when an object has made a full rotation and am trying to figure out the best way to do that.

    The context is a physics object which you knock into the air, and if you get some spin on it I'd like to assign points every time it does a complete 360 rotation.

    My initial thought was to detect the object's angle as soon as it gets airborn, then listen for every time its angle is once again equal to that starting angle, but since the angle is a float it will never be exactly equal (that method also doesn't take into account if it switches spin directions for whatever reason)

    Other suggestions?

    Edit: note I'm using the Chipmunk plugin for the physics object

  • Here's mine! I'll try and go through as many in this thread as I can.

    http://www.ludumdare.com/compo/ludum-da ... &uid=22452

  • Just a head's up that we're going live in about 5 minutes here: http://www.twitch.tv/insomniacgames

    I'll go over the game in its current state a bit and then jump right into the C2 stuff, so stop by if you are interested!

  • It is a wonderful place to work! After the prototype we ended up going with Unity in the end for a variety of reasons (our internal engine is pretty much built to make big high-end 3D console games, really good at what it does but not anything that deviates from that)

  • awmace5 I used it on this particular project, yeah. But Slow Down, Bull is quite an experiment for us, it was basically us being like "hey let's see what we can make with 4 people." I picked Construct 2 for prototyping because it's so fast and I had a lot of experience with it from jams

  • Hi everyone! So I've been doing live development streams of my game every Friday, and although I'm not building it in C2 I did do a vast, extensive prototype in C2 on which the game is based. This Friday I'm doing an "evolution of the prototype" dev stream where I go over states of the prototype through time and talk about how the design evolved and such. Since there's going to be a lot of Construct 2 discussed, I thought some of you might be interested in checking it out. We stream on Friday at 2pm Pacific here (if you want to know more about the project, the devlog is here, though there isn't much C2-specific stuff there).

    That said, if any of you folks regularly stream development, let me know! I love dev streams

  • Here's my game I did with a friend. It's a sort of digging improv game.

    http://www.ludumdare.com/compo/ludum-da ... &uid=22452

    I'll try and play through all of the submissions here!

  • Windwalker Actually i was thinking of something much simpler, which of course came to me after a good night's sleep after the jam was over

    DistanceTraveled += Hero.8Direction.Speed*dt

    It wasn't a critical stat or anything so no big deal, it was just driving me crazy that I couldn't think of it!

  • I'd like to calculate the distance the player has traveled over the course of the game for a stat. The hero is controlled with the 8 direction behavior. How can I track the distance traveled if I know his speed every tick from 8 direction?

    (Sorry, this is a "I'm in the 7th day of the game jam and I'm having trouble thinking about math properly" question.)

  • Is anyone participating in Procedural Death Jam or its more specific sister-event, 7 Day Roguelike Challenge?. I'm planning on doing the former and have never made a game with procedural elements before, so it should be quite an adventure.

    Any tips on procedural content generation with Construct 2?

  • I remember helping a friend in med school study for the pharmaceutical stuff by making mnemonic devices for all the root words for various drugs, and turning them into creatures. They were pretty terrible and probably not helpful (I remember LobStar, but I don't remember what he was supposed to help us remember!) All the same, the idea of turning pharmaceuticals into mnemonic monsters always stuck with me, so your pokemon analogy sounds delightful.

    Specifics:

    1. What kind of game might accomplish my goal of commiting to memory many facts?

    I think your idea of turning memorizable facts into stats is a good start. The challenge you may face (and the challenge of many educational games), is these attributes may not directly translate into a well-balanced game experience. But like I said, educational games deal with this all the time, so it might be worth it to check out something like theIGDA Learning and Education Games SIG, or a similar group, to address that angle of it

    2. Would a game similar to Pokemon be buildable with Construct 2? What are the strengths and limitations of this program building such game? Any tutorials?

    I think Construct 2 would be fine for this, because the logic is very turn-based, so you wouldn't need super high performance. No tutorials come to mind offhand though.

    3. How well would this sort of game translate to touch screen platforms?

    If it's very menu-based, I don't think it would be a problem at all. For the "moving around the world" part you could experiment with more touch centric controls (touch a place and the player moves to that spot, for example), but you could go either way.