Vrav's Recent Forum Activity

  • I think it's very well-documented. I'm curious about the detectors, though. Is it possible to forgo them entirely by using "Sprite.Left" and "Sprite.Right" positions instead, algorithmically?

  • This is awesome, every bit of it. Thank you, Vinny.

    For custom movement, Ashley mentions a 'time delta' routine. I am blind to programming techniques; is there any demonstration of that method here?

  • Awesome update.

    I have a request... can you set the forum/website favicon to Construct or Scirra's gear logo? Random thing to ask, but would be nice.

  • Zombies are great! More zombie games!

  • This is kind of an obvious thing to say, but when (not going to use 'if') mesh support is implemented, Construct could be used to make some awesome modern-oldschool games, equivalent to anything on the PSX or N64. I just keep thinking about that as I emulate favourite classics such as Vagrant Story, Ocarina of Time and Chrono Cross on my PC... that the future of Construct makes it all so possible.

    For example, while it is possible to study hardcore programming for five years, I would rather practice art production abilities�and in that time, the tools to piece together something of a demo or small game become more readily available.

    The inevitable addition of current-gen shaders, and other extensions whatnot, I think, really pushes Construct's limitations through the roof. Love. Not completely sure about Ashley's plans regarding this, but given continued feature and stability development, if the program ever goes commercial... it will so be worth the money.

  • No, but similar. Such is amusing... and confusing.

    I can't really say I was pushed away, as I rather chose to leave - they gave me the opportunity to direct some things, but I turned down, since it was against the point. The point wasn't that I was right and should be doing everything myself, just that they themselves could use improvement and a bit more thought/training.

    I love indie style though when infused with talent, it's just this specific team was trying to do things professionally and business-like without knowing what they should have, or even learning from actual professional experiences. Small games and stuff done in programs like Construct aren't really, in my opinion, as in demand of huge planning as, epic games, plainly. (Captain Obvious)

  • One thing you could try is setting a private variable on the player, like a string called 'direction', and have it set to 'left', 'right', and 'up' when the player is pressing those controls - up, probably only when held. Then, when the fire button is pressed, determine angle from the player based upon 'direction'. This is a non-programmer's version, though.

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  • Visual style greatly depends on the type of game, in my opinion. Is it a fast-paced platformer with unrealistic physics? Colorful and stylized graphics might be best. Gritty space simulator with turn-based, strategic combat? Something more realistic sounds like it would suit the concept better.

    Since I guess you're keeping this under wraps, I might be interested in helping, but am mostly just curious at this point... send your stuff? Perhaps, if you don't mind. Though it seems you may already have the art department duties covered.

  • I've run into a lot of issues like this. Having to re-write the event code constantly because of poor planning on my part (I guess?) drove myself away from using the event sheet editor so soon. :\ Construct could be a little more forgiving. At current state of development (not to mention its being free), this is forgivable, if indeed annoying.

  • I also was considering this, when I wanted my personal project to be a point-and-click adventure. The base engine would be first built and shared, then the game upon it. However, I am specializing this game into a hybrid platformer RPG of sorts; original style of game makes for not-so-dynamic game engine. However, if any programming ingenuity occurs, I'd naturally love to share the tidbits.

    I hope the Construct community continues to be open about its event code.

  • What sort of visual style does the game demand?

  • I wasn't being mean or grumpy either. <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /> You sound very intelligent and confident, as well as realistic, so the negative perspective cannot really apply to yourself. It's just something I felt vaguely relevant and offered up.

    It is much more exciting working on a project with a team, but only when each member is, with some amount of talent, contributing to the process. The opposite is sadly something too often encountered.

    Not to say people shouldn't 'start somewhere'. But before trying to add to a team effort, one should have individual experience to draw from. One particularly disappointing example is, when a team of teenage dreamers were making their epic RPG and I was drawing/modeling some stuff for it, they went and recruited anyone and everyone regardless of skill level, as though they (the core developers) had no discerning eye at all. It rather disappointed me to find that, despite all the frontal semi-professionalism, the founders of the project knew approximately nothing about games and game development at all. The design document had a massive fantasy world described, but was vague on play and content issues; a strong starting plan and direction being so important, I couldn't help but feel it was a lost cause to try righting.

    On the other hand, it was probably a lot of my being critical that caused myself to leave them. I did learn a lot about teamwork from that brief encounter, and if ever I would join a team project again, my perspective would be different and much more open, if always remaining skeptical at first.

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Vrav

Member since 8 Dec, 2007

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