deadeye's Recent Forum Activity

  • Welp, I guess you're right... the Copy From Sprite action works on the Canvas object. I guess I just didn't bother trying before because the Canvas isn't a sprite.

  • Very slick looking sprites, man. I love the whole color scheme too, it's **** as hell. Your combo attack seems pretty solid, too.

    The one thing I don't like is the control scheme. It seems kinda clumsy to me. I suppose in a future with customizable controls though, this won't matter.

    As for technical things, I've got three crits... one you can fix, and two that aren't your fault.

    First off, I get the No Disk error bug when I open the game. Does anyone know what's causing that yet? Anyway, not your fault.

    Second, the background tile for the mountain tops separates from it's base:

    <img src="http://i37.tinypic.com/5ajmtl.png">

    Again, not your fault.

    Third, the character suffers from "Leftitis." When holding both A and D, he runs to the left instead of standing still. Not a huge problem, but it does look weird, and could cause problems for the player in tight situations. This can be fixed with events, by adding an inverted "Control is down" in the opposite direction for that event:

    +Control "Move left" is down
    +NOT Control "Move right" is down
      -Do stuff
    [/code:381c7cpq]
    
    Anyway, it looks really sweet.  Awesome job, keep up the good work
  • I played with the creature creator when it came out. I wasn't impressed. No matter what creature I built, the canned animations and reactions built into Spore made them all kinda look like the same creature anyway. That was enough to turn me off of Spore on it's own. That and the dancing... ugh.

    Also, from everything I've read, Spore is about as shallow as a tidepool in terms of gameplay/replayability. I've gone through several threads following people's reactions from everything on the game itself to the SecuRom DRM, and the overwhelming response is that it's actually kinda crappy. Like, seriously about a 90% negative response.

    True, it might just mean that the people that like Spore are too busy playing it to bother posting about it, but the game forums I visit are populated with decent people who are are generally more likely to give praise to games they love rather than bash games they hate, so their opinions hold a little more weight with me than the rest of the internet.

    The only real test of whether or not it's good enough is if you try it yourself though. No matter what I or anyone else says, you're pretty much the only judge that matters. But I will say this: Get a PS2 card anyway. It's worth it for Construct alone.

  • I agree we need more smileys, but I don't really like your smileys. They're drawn well, I just don't dig on the design.

    Sorry, man... you know I usually love your stuff though

  • Yeah, I'd start at the basics, a more complete tutorial will be better for people to follow from start to finish, as opposed to using different ones.

    Aw man, that's gonna be a lot more work . I guess I could make thirteen lessons. And I could add a function to my signs to make screenshots of the IDE pop up along with the text, I suppose.

    Looks really good from what you have planned, though a small note on platforms: in a shortly upcoming build there'll be a 'Platform' attribute to allow the player to jump through.

    This, on the other hand, is making me giddy . That's awesome news.

  • Really great idea for making tutorials, I might have to follow suit .

    Thanks, and by all means feel free

    I'd cover simple things like inserting objects, setting up a behavior

    Do you really think I should start with these? I wanted to go basic, but that's pretty basic. I was kinda going for "So you've already done the Ghost Shooter tutorial and you don't know what to do next" sort of thing, like assuming that people had a basic knowledge of navigating the IDE and whatnot.

    I suppose I could go that basic, if you guys think it's really necessary.

    Anyway, I was kinda thinking of this as a lesson plan:

    Lesson 1: Game structure. This would include how the objects and events are set up.

    Lesson 2: Controls and animation. Mainly focusing on animation, but also how keyboard and environmental input is used to select what animation to play.

    Lesson 3: Scrolling and parallax. Also, non-scrolling elements such as a HUD, score, the sign text, etc.

    Lesson 4: Intro to detectors. How to get info from the environment to control tasks like manually adjusting the player's speed (moving platforms, springboards) and stopping the running animation when the player hits a wall.

    Lesson 5: Customizing controls. Info on adding functionality to the default control scheme. Namely fast-running and double-jumping.

    Lesson 6: More customizing controls. How to make a ladder, how to swim.

    Lesson 7: Basic enemy AI. Make an enemy that patrols back and forth.

    Lesson 8: Intermediate enemy AI. Make an enemy that chases the player around the level.

    Lesson 9: Combat 1: Killing enemies.

    Lesson 10: Combat 2: Player damage and death.

    Lesson 11: Polishing #1: Making a game over screen, adding sound.

    Lesson 12: Polishing #2: Making a menu screen.

    If there's anything else you guys can think of that you'd like to see in there let me know.

    And there's one thing that I really want to incorporate into a lesson, but I still haven't found a good way to do it, and that's how to make a jump-through platform. The best method I've found is to make it non-solid when the player is below, and solid when the player is above. This can obviously cause problems when you add enemies to the mix because they can intersect the platform while its solidity is changing.

  • The head-jumping sounds like a good idea. Oddly enough, I haven't tried making any head-jumping examples yet, but I'm pretty confident I could come up with something.

    I thought about doing a melee attack also. Ghost Shooter already covers bullets, so I don't need to worry too much about that.

    I suppose I should do a bit on sound as well now that I think about it.

  • Special effects are more of an advanced thing. I'm planning to stick mainly to the basics of making a game work. The most I'm going to get into special effects is like, how to do parallax scrolling (if you can even consider that an effect).

    I might do some polishing tips at the end, like how to spice up menus screens and whatnot, and I could include a bit on effects there I suppose. But that would be like, "extra credit" .

  • Okay, so I've started working on a series of tutorials that cover the basics of constructing games. It focuses on platformers, so there will be some stuff in it that is platformer only (I plan on doing a section for moving platforms and ladders, for instance) but it will also have general knowledge about how to set up and work with animation, how to use detectors, how do do simple enemy AI, etc.

    It's called Platform School.

    <img src="http://i35.tinypic.com/2cgzdy8.png">

    The way I'm designing it is the tutorial is the actual game. You open the .cap in Construct, run the game, play through it reading the signs, and the signs tell you step-by-step how everything in the game works. (The signs even tell you how the signs work )

    Anyway, it's meant to be interactive, so like a sign will tell you to go to the IDE and check out this property or that event or whatever, so you switch back and forth between playing the tutorial game and looking at how it's constructed.

    It's going to be a series of .caps, or "classes," and in each one a couple/few new things will be added and explained, so by the time you get to the end of the lessons you have a pretty good idea of how to build a game up piece by piece.

    It's meant for beginners (especially the first part) but it will assume that they've already gone through the Ghost Shooter tutorial and gotten an idea of how to use the IDE. Hopefully by the end there will be a few advanced tricks to learn, but really I just want to stick to the basics.

    Anyway, this is where I need some help... what are the basics? What are some of the questions that come up all the time that could be covered by my tutorial? I plan on putting in information about why animations stop when they're not set to loop, and that sort of thing (it's pretty common). I'm also including tips on organizing code into groups and event sheets and such.

    I'm open to suggestions for things to put in, so I can create a lesson plan. What do you guys think?

  • No Sol, see it's... well, yes, it's a reference to dragons balls or whatever, but there's a twist... it's also a reference to my postc-

    You know what, never mind. Oh look, a bird...

    <img src="http://i35.tinypic.com/141meza.jpg">

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  • Hmm, looks like no porn-stars-on-the-hoods of cars sigs for poor old Sol

  • Puny mortal. You dare defy me?

    *goes super sayin*

    *types furiously*

    Behold the power... it's over nine hundreeeeeeeeed!

deadeye's avatar

deadeye

Member since 11 Nov, 2007

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