eliasfrost's Recent Forum Activity

  • With Construct 2, assets are not read from the folder they are placed in, which means you have to reimport assets everytime they are changed. The problem though is that sound effects can't be reloaded like other assets and reimporting them doesn't update to the new sound unless you change the source name.

    This have not been a problem for me yet since I haven't done any complicated things with sounds yet. My problem now is that I am using specific names for my sounds and the format is "sound_effect_##" and my game randomly plays a sound by name ending with a random number. Now, I want to update one of those sounds but since the actual sound does not update when you reimport unless you rename the source I'm stuck with the old sound.

    Is there a way to remove the (I guess it's a cached file somewhere?) old file from Construct 2 so that I can import the sound anew? Removing the sound and importing it again doesn't work.

    Thanks in advance!

  • Problem Description

    When you erase tiles in tilemap mode, if you erase tiles with right click and move the pointer outside the Construct 2 window while erasing. The eraser locks and erases every tile you hover over. The annoying bit is that you can't undo those erased tiles because Construct 2 doesn't register that those tiles have been erased? When you try to undo the erased tiles, the program will undo the things you did before the eraser locked but not the things you did while the eraser was locked.

    Steps to Reproduce Bug

    • Go into tilemap mode
    • Draw tiles
    • Use the right-click to erase tiles and then move the pointer outside the window while erasing.
    • release button and move the pointer back into the window

    Observed Result

    When you move the pointer back into the layout, the eraser is locked and will erase every tile you hover over. When you try to undo the untintentionally erased tiles, Construct 2 will only undo the things you did before you encountered the bug.

    Expected Result

    I expect the pointer mode to return to default state.

    Operating System and Service Pack

    Win 7 64x SP1

    Construct 2 Version ID

    Release 200

  • Thanks for asking!

    The game is grid based (16x16 pixels) and the character always moves 1 unit at a time. So to get the smoothest animation all actions are registered ahead (when pressing the buttons) but are not actually executed until the character have finished a step. So if you want to jump, you have to press the button one grid unit ahead (unless you're standing still, then it's executed on the spot). the same for going from walking to running.

    It's much more reminiscent of the movement in the first Oddworld game. I think Prince of Persia had a lot of player standing in-between tiles and such and made it a bit hard to maneuver in certain situations, in Oddworld and in this game, the player always allign with the grid which makes movement very predictable.

    A problem I noticed when playing Blackthorn is that the character has no windup and runs at full speed once the run button is pressed, this made run-jumping from ledges a hassle because you wouldn't have time to react before falling down the ledge. What I implemented in my game is a windup that is half the speed of running to give the player a bit of time for input.

    My job is to teach the player how the basic movement work and also to effectively introduce them to new areas with different looks. Like giving them safe areas to learn the basics and even learn how the areas look, how ledges work, how far you can jump, the width of tiles and such. Once the player understands how the game reacts to their input I think they will be fine. But maybe I shouldn't speak too soon, I haven't playtested this with other people yet.

  • Engine is going good. All I need to implement next is the run-jump and the ledge grab from a running jump and all movement mechanics are set. Things look like this right now. If anyone wants to ask how I go about making the game, feel free to ask!

  • I would love to make a game like Might and Magic 6-8, the 8th one is probably the game I have most vivid memories of playing. It was such fun back then and still is.

  • Getting a "The Thing" vibe from the video you showed. I like it.

  • I like the graphics very much. Simplistic but competent, definitely adding this to my watch list.

  • Aseprite has a built-in animation preview. It's also pretty easy to use. It's not free but you can get it for $10 at least, which is basically nothing, or you can set your own price above $10 if you feel like it.

    http://www.aseprite.org/

  • I thoroughly disagree. As I've stated above, it will help but it's not a substitute for practice and skill. If an article talk about level design and what benefits certain tricks will have (for example: loop-backs, intuitive color schemes, flow etc.) then anyone who don't know those subtleties of level design will have to learn it the hard way instead of thinking "yeah that's right never thought of that" after reading an article on the subject.

    It might not work for you personally, but I strongly disagree with the notion to discourage people from reading articles on the subject.

  • Sweet. I can see a lot of uses for this kind of system. Super awesome, Keep it up!

  • Pehaps the points in this article don't translate to reality, but this article don't necessarily represent game design articles at large. But it does have a good amount of good points, it all depends on what game you make. This is not the be-all end-all of game design, it's one article, written by a journalist and not a designer.

    Writing music and developing a game are two very different things, believe me I do both. One is about recognizing pitch and having a trained ear, muscle memory and dexterity. game design, not so much. Game design is a lot of theory: psychology, behaviorism, most importantly logic. All do translate well into articles and other written media.

    Post-mortems are some of the most interesting articles I've ever read and there's tons of great information in them. Game design articles can contain great amounts of knowledge and tricks that you can learn of instead of running into the wall yourself and learning the hard way. There was a double fine "dev plays" episode featuring John Romero, it was amazingly interesting and I learned a great deal from it, you should def. take a look. I strongly disagree that you should not seek out prior knowledge, which is part of reading articles and consuming other kinds of similar media (video interviews with devs for example).

    That said, no one expect to be able to perfectly master a skill just by reading about it. Articles are a good tool, a very good tool I might add and will most likely aid you as a developer more than hurt you. It's not a substitute for practice and no one suggested as such. I believe every developer should read as much as they can but be smart about what information is useful for their game. Information is never not useful, eventually. So absorb it all for future reference.

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  • Do not read game design articles.

    Why not?

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eliasfrost

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