zatyka's Forum Posts

    If there were a monthly subscription option for C3, it would likely be more than $9 due to transaction fees, and making the yearly subscription more enticing. I'd guess it would be more like $12 or $15.

    If you're not happy with the SaaS model, the #1 thing you can do is vote with your wallet.

    Personally, I use Construct 2-3 months a year, usually for game jams. If there were a month-by-month subscription option, I'd probably give C3 a shot. If it's a yearly subscription, I'll check back when the new runtime is finished.

    Regardless, I wish Scirra the best of luck.

  • It may be exclusive to the bullet behavior, I'm not really sure (haven't used C2 in quite a while). I agree that this should be added to the bullet behavior's manual page.

  • Your picking method is inefficient, but not the problem. The confusion is due to the way C2 handles negative speeds in the bullet behavior. When you set a negative speed, C2 rotates the current angle of motion 180 degrees, and changes the speed to a positive value. When you enter a speed of -200, C2 sets the angle of motion to 180 degrees, and the speed to 200, effectively moving the object left. Later, when you want to move that same object right, you set the speed to 200, which continues to move the object left since it's angle of motion is still 180 degrees. The object moving to the left, when your other events expect it to be moving right, is the cause of the ultimate overlap.

    The simplest fix would be to add an action to event 6 to set all the card's angle of motion to 0 degrees before setting their speed.

  • "What is Ludum Dare" you ask?

    Ludum Dare is an accelerated game development event held every 4 months. Thousands of developers create games for two concurrent competitions taking place over 1 weekend. Full competition rules can be viewed on Ludum Dare's webstite, but here's a summary:

      Compo
    • 48 hours long
    • You must work alone
    • You must use the competition theme
    • All game content must be created within the 48 hours, with a few exceptions (see full rules)
    • Publicly available libraries and middleware (e.g. Construct 2) are allowed
    • Source Code must be included when submitting
      Jam
    • 72 hours long
    • Work alone or in teams
    • All creation tools are allowed

    At the end of the weekend, entrants rate eachother's games for 3 weeks. Winners are announced at the end of the rating period.

    Why should you participate?

    Many reasons:

    • It's fun.
    • You'll join a great community of developers.
    • C2 is, in my opinion, perfectly suited for Ludum Dare.
    • Making it to the end, and submitting a game provides a great sense of accomplishment.
    • It will make you a better developer. Testing your game creation abilities under tight conditions, with a strict deadline, is like a game development adrenaline shot. It's a serious learning experience that will test your existing skills, and force you to rapidly develop new ones.

    Let's get the excuses out of the way

      "But I can't afford to participate." It's free. "But I don't know how to make a game." Download C2, go through some tutorials, and play around with the software. You'll quickly realize that creating a game much more possible than you think. "But 2 or 3 day is too short a time to create a good game." Long, in-depth, gaming masterpiece aren't possible, but you can absolutely create an awesome game. I dare you to play some of the winning Ludum Dare games (see below), and tell me they aren't awesome. "But I already have plans that weekend." Challenge yourself to create the best game possible in whatever time you have available. My LD29 entry was created in 2 hours. It's not particularly sexy, but I'm quite proud of what I created in 2 hours. "But there aren't any prizes." Monetary prizes... no. The prize is the experience and the game you produce. It's not uncommon for participants to further develop their entries into commercial products. Speaking from personal experience, professional opportunities have come my way both directly and indirectly from participating in Ludum Dare.

    Here are a few links you may find useful/interesting:

    • Ludum Dare Survival Guide - Great tips, especially if this is your first Ludum Dare.
    • Tools - A nice collection of popular tools used by many Ludum Dare participants.

    I hope I've convinced a few of you to participate. Best of luck to everyone.

  • Your comments show a lack of experience with game engines and software companies.

    [quote:m5l94zm8] I just visited the Game Maker forum and they seem be happy happy.

    Bold words.

  • Due to a number of factors, I ended up not participating in this one. I'm looking forward to playing the role of the enthusiastic observers, and playing everyone's games.

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  • I don't see why not. However, I'm guessing that a well done LD game made with the trial version would need to heavily rely on behaviors.

  • Here's a function that would do it:

    For example, if you call a function where Parameter 0 = 25000000, the function's return values would be "25M".

  • I'm entering. Is there another Ludum Dare post or something? I would have expected more users to respond. Good luck!

    I'm usually the only one to make a general Ludum Dare posting. These topics often start of slow, and pick up once the event begins. Honestly, there really isn't a whole lot for people to say now, but I still like to post early to try and get some more C2 participants. We'd probably get a bunch more activity if the post were in the General forum, but that's probably not appropriate.

    As a side note, several people make topics about their specific game after the competition.

  • I can't test this at the moment, but can't you get around the "next top level event" limitation by using the "pick by UID" condition. If I remember correctly, you should be able to create the sprite (or whatever) instance, and then pick the family instance by the UID of the sprite instance.

  • "What is Ludum Dare" you ask?

    Ludum Dare is an accelerated game development event held every 4 months. Thousands of developers create games for two concurrent competitions taking place over 1 weekend. Full competition rules can be viewed on Ludum Dare's webstite, but here's a summary:

      Compo
    • 48 hours long
    • You must work alone
    • You must use the competition theme
    • All game content must be created within the 48 hours, with a few exceptions (see full rules)
    • Publicly available libraries and middleware (e.g. Construct 2) are allowed
    • Source Code must be included when submitting
      Jam
    • 72 hours long
    • Work alone or in teams
    • All creation tools are allowed

    At the end of the weekend, entrants rate eachother's games for 3 weeks. Winners are announced at the end of the rating period.

    Why should you participate?

    Many reasons:

    • It's fun.
    • You'll join a great community of developers.
    • C2 is, in my opinion, perfectly suited for Ludum Dare.
    • Making it to the end, and submitting a game provides a great sense of accomplishment.
    • It will make you a better developer. Testing your game creation abilities under tight conditions, with a strict deadline, is like a game development adrenaline shot. It's a serious learning experience that will test your existing skills, and force you to rapidly develop new ones.

    Let's get the excuses out of the way

      "But I can't afford to participate." It's free. "But I don't know how to make a game." Download C2, go through some tutorials, and play around with the software. You'll quickly realize that creating a game much more possible than you think. "But 2 or 3 day is too short a time to create a good game." Long, in-depth, gaming masterpiece aren't possible, but you can absolutely create an awesome game. I dare you to play some of the winning Ludum Dare games (see below), and tell me they aren't awesome. "But I already have plans that weekend." Challenge yourself to create the best game possible in whatever time you have available. My LD29 entry was created in 2 hours. It's not particularly sexy, but I'm quite proud of what I created in 2 hours. "But there aren't any prizes." Monetary prizes... no. The prize is the experience and the game you produce. It's not uncommon for participants to further develop their entries into commercial products. Speaking from personal experience, professional opportunities have come my way both directly and indirectly from participating in Ludum Dare.

    Here are a few links you may find useful/interesting:

    • Ludum Dare Survival Guide - Great tips, especially if this is your first Ludum Dare.
    • Tools - A nice collection of popular tools used by many Ludum Dare participants.

    Not hyped yet?

    Go play some games from the previous Ludum Dare:

    I hope I've convinced a few of you to participate. Best of luck to everyone.

  • sivricmarijan

    I might. Ludum Dare's October Challenge is coming up, so I may use that as an excuse to turn it into a full game, and perhaps release it on mobile platforms. If so, I'd probably need to come up with some additional game mechanics. Maybe an extended story mode, and an arcade mode.

  • Results are in. Congratulations to everyone who participated. The next Ludum Dare is scheduled for 12/11 - 12/14.

  • Thanks for the kind words everyone.

    mattb

    Timer with +/- random is exactly how it's set up now, but the timer and random values are modified per level. I agree that if I were to continue working on the game, some levels would need to be tweaked.

    EXPFall

    I'm not sure exactly what you're asking, but the bouncing basically works like this:

    • Each enemy/projectile has horizontal and vertical knockback variables called Hpower and Vpower .
    • When the player collides with an enemy/projectile:
      • Calculate the angle between the enemy and the player: angle(enemy.x, enemy.y, player.x, player.y)
      • Set the player's Vector Y to -enemy.Vpower. This ensures that collisions always result in upward motion.
      • Set the player's Vector X to (Player.Platform.VectorX + cos(angle)*enemy.Hpower). This pushes the player away from the enemy horizontally.