Bonecrusher's Recent Forum Activity

  • There are some tutorials, and how-to-do's, right. But I wonder how we can raise our skills to use potential of Construct?

    There are books about popular game engines, like Source Engine, Torque Engine, etc. But I don't think there is any resource like that for Construct. So, I think we need self-skill to use the Construct.

    What can we do to further understand the Construct?

    Is it better to learn advanced subjects of Visual Basic (for handling better the GUI of Construct) or is it better to study Python (to customize the source code to directly effect the game).

    What type of path should we go, to increase our skill related with Construct?

    (I hope you understood the question, cause I got a bit forced to express my thoughts )

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  • In the tutorials I looked at, I see something related with creatures. If you want to spawn a monster or a bullet, you need to put that into the level, but out of screen boundaries.

    If you want to spawn monsters, you need to put their boxes in the level.

    Let's say I want to create a common pool and use that pool in every level. I don't want to put spawning objects outside the screen, or I don't want to put creature boxes on the level. Instead of that, it will take necessary item from the common pool/database and put it on the screen whenever the object spawned.

    I think putting necessary objects as hidden and destroyed on the beginning on the level can be problematic when we have hundreds of bullet type and hundreds of creature type. Because in that method we will need to put all the spawning objects on the level. This can increase the level's size and can create a performance problem in the beginning of level.

    I am noob at Construct, so i am not sure about this method. What are your ideas or suggestions about this issue?

  • Thanks for reply. It was very helpful.

    Unrelated with it, I also want to ask about Fancy Pants 2:

    http://www.kongregate.com/games/DrNeroC ... re-world-2

    Fancy Pants 2 is one of the worst platform game I've ever played (Let's say I'm playing platform games till the Commodore 64 era)

    Has a very bouncy gameplay and very hard to play.

    But, I think this game is a good example for making platform games. It has lots of features inside. So, my questions are based upon those features.

    • Walking on curves, game automatically turns your character's angle. In your tutorial level designs, there is only one type of slope and it turns the character's angle 45/135/225/315. So, what can we do make our slopes curvy like the FP2 game? Do we need to create smaller slopes that has wide range of angles between 10-60? When we want a curve slope, we will put 10-15-20-25-30 slopes to level? Or there any other easier method for curvy platforms?
    • Character have some special movements. For example, if you press down while moving, character makes a slip kick. If your speed becomes 0 while climbing a slope, character starts to slip backwards. If you press down while slipping backwards, you start to roll in that direction. These seems easy to put our game. We just need extra sprites for character. Then we just create events like "while xSpeed>0"+"player pressed down"="Start slip kick event". Similar to this, am I right?
    • In SP2 game, there is also "level changing" and "bonus level" features. Will you put something like this to your tutorial? I think Mario style "save points" and Knytt Stories style "save zones" are easy to do for our game. I think it can be done "if player destroyed, after 2 seconds, spawn him in this place, subtract life minus 1". But It will be better if you make a tutorial for that kind of features.
    • I think there is also speed check in curve platforms. If we don't accelerate to maximum speed in high angles, we can't climb to that curve and then slip back. I am not sure if putting similar features to our game is necessary. But it would be good if you put another lesson for this kind features. May be it can be used to make a bike racing game.
  • Hi.

    I couldn't understand the cooper-bounce-overlap-timer part (lesson

    Can you explain it?

  • Open source programs just mean that they are free and you can read the source code if you like...as opposed to close source programs, where if all the developers were on a bus and got hit by a train there would be no more updates because nobody else would have their source code.

    hehe I know that

    I meant the "programs", not the "open source" part. I don't have any issues with open source, if there is any misunderstood.

  • Hi.

    I am a student in IT. I know C and C++, and learning Visual Basic and C# (I don't count Turbo Pascal in secondary school 10 years ago, I totally forgot that).

    But I didn't create an application yet.

    I want to make games but scared of it.

    Because of it, I searched the net to find a 2D Game Maker program. The popular programs are mostly paid programs and some of them are very expensive. When I found Construct, I became very happy. In fact, I don't like open source programs much, but it seems it is an important feature to have in a game maker.

    I have watched all tutorial videos created by Andla and it helped me to get used with the Construct.

    While exercising those videos, I thought "hmm, I see, that is the way to do that" and similar. I also could understand more about application creation process. I think Construct will give me encouregement towards programming and creating applications.

    I want to thank the developers for such interesting project.

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Bonecrusher

Member since 21 Mar, 2009

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