brainwavecreations's Recent Forum Activity

  • "Move at angle" would make sense to me.

    EDIT: The parameters would depend on the behaviors set. Could be something like:

    Angle: "objectname.8direction.MovingAngle" if it uses the 8 direction behavior

    Distance: Would be up to you, while the system>wait is running.

    Or even just "objectname.Angle" for the "Angle". It all depends on how the object/sprite is setup.

  • Depends on how you have things setup on your Event Sheet(s). Either way, you might be able to make use of a "For Each" Event, which you could use to remove a set amount from a variable for each instance of that object/sprite taking damage(within the range of effect).

    Or like I said earlier, create an AoE sprite(visible or not). Then if the enemies that come within that range and collide with it when it's active, then have it remove a set amount off a variable for those objects that collide with the AoE sprite?

    EDIT: There's always a handful of ways of doing any set effect within any game engine. It all depends on how you currently have things setup for the game, and what makes the most sense to use, to edit the variables you have set for enemies' hp value.

  • Hmmm... I think I may know what you are asking, is the AoE a circle? Either way, you could create a sprite set to the size of the AoE(area of effect), and set it be invisible on layer start. Then have whatever object causes the damage to spawn that invisible object. Then you would just need to check for collissions between the objects that get damaged, and the object/sprite you created for the AoE. I hope this makes sense... You could set the object to visible for bug testing, just to make sure the collisions are working, and the damage is being dealt appropriately during runtime, then switch it back to invisible, so the player does not see it. Unless you want them to see it, like a big red circle(adjust opacity as desired), that fades away over time or something on the ground, while the enemies/whatever takes damage.

  • Hmmm, interesting idea/question. Maybe after they spawn set their angle to a random selection using random(). Then do a System>Wait for how long they should wait, and then have them find a path to the object they move to. Then have them move to that object?

    You could even set a random angle, then move in that direction for a set wait time, then find the path, and move to the other object.

  • Right on. Good looking out, and good thinking. That would be the appropriate place. I didn't realize they had their own community. Thanks!

  • Hey all.

    I've been looking into buying Spriter Pro, for both vector art, and pixel art animation. Does anyone here have experience with the software and, wondering if someone can answer pretty basic questions.

    Is it possible combine two animations easily? Say if I have an animation of the character running, and an animation of the character shooting. Can you combine the two to create a running & shooting animation easily? Would it be easier to just create a new animation from the running animation?

    I guess you could even copy the bottom half of one animation, and the top half of the other to create a running & shooting animation. As you basically need the legs to run, but have the upper part of the body shooting.

    So, overall I guess there would be a few ways of going about it. Also anyone who has used it, how difficult is the learning curve? I have some animation knowledge, and have done a bit of pixel art, and pixel animations. Now I'm mainly working with art made in spriter, but created by other artists, then exported into sprite sheets, and animation frames.

  • You could make use of groups on the event sheets, they are handy for splitting events into relevant areas. I think number of events running at once can affect performance but I imagine it would have to be a lot, but you can disable them using groups or not have them running all the time.

    There is also a guide of best practices which includes performance tips. You could take a look at that construct.net/en/make-games/manuals/construct-3/tips-and-guides/best-practices

    Awesome, thanks for the suggestion :). I'm taking a look at the URL you provided for Best Practices. I haven't done anything with "groups" yet, so I'll look into the documentation on that tonight as well.

  • Hey all,

    I've been using Construct 3 full time the last few weeks, and have prototyped numerous games. I love how fast you can create games in Construct, compared to other engines I've gotten licenses to!

    I just have questions regarding best practices for keeping the game design process, clean, tidy, and organized. Do you have anything you do in your games to keep things organized? Does it not really matter, and up to the individual?

    Currently I'm making good use of the commenting in the Event Sheets, and good naming practices for sprites, backgrounds, controls, etc. Speaking of Event Sheets.. For really large games, does it make sense to use many event sheets, then call them where needed in the game? Does this slow down performance at all?

    Thanks! I appreciate any input :)

    Hope everyone is having a fantastic day!

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  • Hey, gugugu! Ratalaika Games has already found a solution for your problem to be honest, they're a publisher and porting house, specialized at bringing PC games (small or big) to the consoles, and I mean all of them! Including the PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X and Nintendo Switch.

    No, I’m not being paid to say any of these things. I’m just a very satisfied developer who worked and still is working with them! They ported one of my Construct 2 games (Pinkman) and two of my Construct 3 games (Duck Souls and Rabisco).

    Construct 3 is ultra fast for game development, so I highly recommend it for creating commercial content, which can be later ported and published by Ratalaika Games. This workflow has been working very well for me, so I thought it would be cool to share it here.

    Well, I already gave you my testimony, so if you ever feel like learning more about Ratalaika’s work you should probably talk to Adrián, their CEO. You can contact him via e-mail on ratalaikakfu@ratalaika.com.

    I wish you good luck with your projects! I can’t wait to see them running on consoles.

    Pinkman: nintendo.com/games/detail/pinkmanplus-switch

    Duck Souls: nintendo.com/en_CA/games/detail/duck-souls-switch

    Rabisco: nintendo.com/pt_BR/games/detail/rabisco-plus-switch

    Thanks for the information! I actually just found Ratalaika earlier this week through a Google Search. I'm working on a few ambitious games for console release, while working on smaller games for mobile.

    I just watched the videos on your games, and they look like a lot of fun! I really like the variations of art style from one game to the next. Duck Souls caught my eye. I really like the pixel art and gameplay. Reminds me of the game, "Super Meat Boy" :)

    I'm glad to see others having success with console ports with projects made with Construct! I've been doing game development on/off for about two decades as a hobby. Only recently taking it more seriously, and in the very early phases of creating a small indie design studio(working solo, and outsourcing for art/sound assets). Already found a great artist out of Brazil, who helped me out with a game jam competition project.

  • Thanks for all the replies everyone :). I appreciate it. I think I understand it now. I will be looking to register a LLC down the line. So for now, I will stick to the Personal license, then upgrade the license accordingly once I'm ready :)

    Appreciate all the information! The License info can be a little bit confusing. It's still a bit confusing, because if I really wanted to. I could chill with the personal license, and earn as much money as I wanted to, as long as all the payments come to me directly, rather than a LLC, or other business type.

    But, I've got no worries upgrading my license, once I'm making some money, or selling a game under a business name. The licenses are cheap enough if you are making some income with Construct.

  • You can send an email to

    Scirra Support: support (at) construct.net

    They will help you refund and then you can buy another license.

    Thank you for your response as well. I also noticed on the Personal License page, they do mention that you can upgrade to a Business License at a later date, and contact Scirra regarding the upgrade process. I'm guessing they would refund some time on your current license, then charge the full price for the license upgrading to.

  • Click on pricing above in the main menu.

    Looks like you are fine with a personal license until you make over $50,000 a year

    That's what I was thinking too, going by the information there. So how does that work? I can't sell the game through LLC, as that would qualify as a business. So you would sell a game on an app store, or pc through your personal name? So the payments are going to you personally, rather than an LLC?

    I'm just wondering how that would work.

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brainwavecreations

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