roracle's Recent Forum Activity

  • You should develop an art style first and foremost. Afterwords, find out how to translate that art form into a game environment.

    Look at this link, or rather, the artwork within it.

    https://en.wikipedia.org/wiki/Paul_C%C3%A9zanne

    That looks NOTHING like a Zelda game, yet it's the precise style they are using in Skyward Sword. You can't rightly tell for a very good reason (unless you have an eye for this). The reason lies in the difference between a book and a movie. Between art and moving art (or a game for example) things have to change to match itself (I hope that makes sense).

    Now when it comes to tiles, you have to comprehend that the style of art you want might not work well as tiles but it CAN be incorporated if you take the time to do so. Artwork for a game is its own project, and not something to take lightly as a side-issue, but a full-fledged "needs attention" part of the process.

    For this very reason, as a game developer and semi-okay artist, I like to take graphics from other people. I use placeholders and once I have a game how I like it to be, THEN I focus on drawing my own art for translation into sprite form.

    I hope this helped!

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  • I think people will find well-written code makes good android apps and games in C2. If your code is royally messed up and all on one sheet, there's going to be issues. Learn how to share events between layouts, etc, and you shorten the "slow down" problems. GM isn't as intuitive as C2, and you need to learn GML to use Game Maker.

  • Someone is spamming the forums, lots of Chinese text. Almost 10 pages in the "How do I...?" forums.

  • My best practice is having each layout on it's own event sheet, plus "Include event sheet" for shared events. (Such as your character events all on one sheet, then have a level, and it's assigned sheet is "level sheet")

    From this each layout can be fine tuned via it's own event sheet. So on the layout specific sheet, do this:

    At start of layout

    • Stop all (or "stop" and choose a tag to stop playing)
    • Play song
  • I do this sort of thing in two sub-events:

    Upon pressing F

    • Is mirrored
    • - equation
    • Is not mirrored
    • - reverse equation
  • Looks like a counter obviously. I would do it this way:

    Have two variables, Combo and Timer.

    For the Combo variable, every enemy you kill will increase the Combo variable by 1.

    Then have the other Timer variable that is activated in this way: when an enemy dies, set Timer to 3. (This 3 is an example of how many seconds you have to keep the combo going, it can be however long you wish, but the lower the number the more difficult to keep a combo going.)

    Have another event that says "if Timer is greater than 0, every 1 second, subtract 1 from Timer".

    When/if the timer hits 0, have a routine (or function) that is activated that first takes your Combo variable and uses whatever algorithm you wish for that Combo number to be a multiplyer for points etc. THEN after but in the same actions, have it reset the Combo variable to 0.

  • I would suggest any Jump conditions you have be associated with if the player is or isn't holding "down". Animating and designing mechanics for a platform game can get pretty nutso. I haven't personally done this "jump down" technique, but it couldn't be too hard to do. Try to not over-think it.

  • It seems I MIGHT know what he's talking about: He's referring to jumping down from a jump-through platform. Holding down and pushing "A" on an NES game like Contra for example.

    From the Contra NES wiki page:

    [quote:3nwor09r]"When the jump button is pressed while crouching on a higher platform, the player will drop down to a lower level."

  • There is a fix to get a non-minified compiled game working. I found the instructions, and it requires you ALREADY compile your game before doing this:

    [quote:2x7icq7u]- go to generated/exported not-minified project folder and find c2runtime.js file

    • find function that starts like: C2AudioInstance.prototype.getDuration = function (applyPlaybackRate)
    • change

    let ret = 0;

    to

    var ret = 0;

    Read more here:

    https://www.scirra.com/forum/r213-problem-with-minifing-scripts-and-running-in-chrome_p968840?#p968840

  • Okay so without minifying the script, nothing seems to work properly. I tried HTML5 and NW.js exporters and neither run the game. It's as though it's loading, but nothing is happening. No music, sounds, or graphics.

  • Arg, I didn't realize it might be a known bug. And yes it's 213.

  • I have Windows 10, and I was ready to compile an alpha release of something I'm working on to show a few friends. When I go to do so as an HTML5 project, I have "Minify script" selected, but then get an error.

    I've encountered this before on Windows 7 (never had Win8) but was solved by removing Java and reinstalling. I've done this as a step here. Since that did not work, I browsed the forums. One suggestion (from a while back) said to delete C/Windows/jre and that did not work either.

    So my question is this: how on Earth do I make this work? Should I be installing JDK or is JRE enough to perform this?

    EDIT: Yes, it's 64 bit Windows, 64 bit Java, and 64 bit Construct 2.

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roracle

Member since 30 Apr, 2009

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