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  • I've already explained in the post just before you ask the question rob, what about reading the informations already posted on the forums ?

    Otherwise I talk about it too in the Asteroid clone in less than 100 events tutorial.

  • Spriter ?

  • gillenew: it's indeed the next logical step.

    You get the value from the webstorage in the very first layout of your project and each time the user changes it, you set the value to the global variable (for the current game) and save it in the webstorage too.

  • rob: indeed I had forgotten an action.

    Download the sample again, it's working as intended now.

  • rob: why bother with arrays when all you need is a global variable ?

    MySpriteButton_Layouts

  • In "general game design", I'd say start with the mechanics themselves. Those are what will please the player and keep him playing.

    If a mechanic/input doesn't feel good, it's likely the player will get bored or frustrated and just leave your game never to play it again.

    Visual and sounds are "a layer on top" that has to make sense in the context of your game. Nevertheless, if the prototype of your mechanics/base gameplay is fun with ugly looking squares and placeholder graphics, a better visual design will only add to it, but isn't perhaps the most important, whereas a gorgeous looking game with "feel bad" mechanics/inputs will just fall flat anyway.

    But in the end, it really depends on the game or the experience you're making. Whatever feels more comfortable and coherent should fit the bill.

  • Petres: English isn't our native language.

    I understand the suggestion but do you think it's realistic to know exactly what you will say for two hours in a language that is not yours ?

    Because I don't.

    And even with preparation, there will be pauses and times when we're looking for words and expression.

    That's when we go "eeeehhmm", because we know what we want to say in our language but have to think a bit about the best way to say it in English.

    Anyway, you can watch the videos several times, that's what they are here for.

  • Same here, works fine in FF 20.0.1

  • Ok, so three times that I move your topics to the appropriate place, it's a bit too much.

    The appropriate forum for questions is "How do I".

    Have you gone through the basics tutorials which teach you the basic workflow of Construct ? Have you also looked at the manual ?

    If not, start there, some of your questions might get answered there.

    As for your question, I just don't understand it.

    You want an object to spawn in the same position ? Place it at edittime in your layout, and it will spawn at this position every time you preview your project.

    If that doesn't answer your question, please give more details about what you EXACTLY want to do.

  • Construct2 allows to pick specific instances of the object type through the conditions of the events.

    Read again the manual article mentioned previously about how events work in C2.

    For the issue your mentioning in Snake, I did something similar in my tutorial Asteroid in less than 100 events where I needed "recursion" in picking different instances of a same object type.

    As for more informations on picking, check the how do I FAQ at the section "Picking/selecting instance(s)". The use of UID and IID is explained clearly across several topics.

  • The arcade is being redesigned by Tom at the moment.

    The new design should have more categories, one of which will/should be a "laboratory" where examples/tests/first time uploads should be put, imo, without ratings as it is more a ground for experiment/learning where comments are more valuable than a "X stars rating".

    What could be done once the design is up, if users try a game that falls into the lab category but was uploaded somewhere else, rather flag/report to mods so that we can move it rather than "destroying it".

    IMO, not everybody knows or can afford hosting and despite what's been told in this topic, having a game uploaded online (in the arcade) when you're a complete beginner is a first step in learning game making. Even if it is in a "misc" category with no ratings.

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Kyatric

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