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  • Cool game.

    You still have up until the 5th of March to complete this entry.

    Cool mechanic indeed, it makes you think a lot ^^

    There's some missing feedback imo to make the game a bit more accessible, and the rotation mouse+keyboard isn't very easy to get at first.

    Also I felt the third/fourth level was easier than the second ^^

    Good job overall.

  • <center>

    </center>

    This is my entry for the Rotary Competition.

    A physic puzzle/game adding the twist of rotation.

    he goal in each level is to Drop the Piew in the Nest.

    For this, you rotate the layers of obstacles that will free a way for the Piew.

    <center>PLAY</center>

    Current version: ScirraArcade_1.0

    Changelog for Pub_b_02-03-2012

    Changelog for ScirraArcade_1.0

    For the brave and curious : History archive

    <font size="2">(format 7z (7zip), ~2Mo compressed, ~12Mo uncompressed)

    This archive is a collection of the early capx of the game. You can have a look at them, pick up a few coding tricks and basicly see the evolution of the game over time.

    This represents about a bit more of half of the development</font>

    You can edit and export your own levels.

    If you want to share them, don't hesitate to post them in this topic (or on kyatric.com.

    If you feel like leaving some feedback (feedback is greatly appreciated), please be so kind to answer those three questions :

    • What confused you ?
    • What did you like ?
    • What did you dislike ?

    If you could also give a quick note on those criterias :

    <font size="2">0 being the worst; 5 being meeh, average; 10 being wow, the best</font>

    Be sure to leave any comment (even if you don't want to note/follow this "format").

    I'll be glad to read you.

    <center>PLAY</center>

    Enjoy.

  • Don't understand why I'm getting the sarcasm. Freedom of speech is something we all still have.

    : The only bit of my answer that was sarcastic was using

    greedy ******* big corporations" and the "nice cute game maker acting out of passion and love"

    Also notice the quotes.

    It was more matter of using an image than a direct attack anyway.

    If that's all you retain from my answer and feel your "freedom of speech" endangered because of that, once again, accord to others the same rights/privileges that you expect.

  • So just cos a game is free it means it's crap or it shouldn't be allowed into the stores?

    Funny, I went through the topic again, and nowher I've seen this idea evoked.

    People talk about "crapps", about free games full of adds and f2p item stores, but not simply "free apps shouldn't be published" so have a chill pill.

    The moment you get greedy

    Wanting to make money out of an app you took time to make is not necesseraly greed. And today's internet and consumer's habits make it so it is believable/viable to make a living out of making games and selling them on internet. Like the way you are defending free games, accept that people may want to make a living (a couple thousand ?/$/whatever a month). There's not just the "greedy ******* big corporations" and the "nice cute game maker acting out of passion and love" only. You have to consider the whole spectrum of behaviors in between.

    I'm trying to show the 5 apps limitation is not the right model in this case and will scare 99% of our community.

    Well, seeing by this topic only, most of the people who talked so far seem pretty much OK with appmobi's pricing. Only a couple of people has been vehemently opposed.

    Sounds to me your numbers/impression are incorrect.

    I understand that in your optic of releasing free apps, appmobi's model is not the best. But from their point of view, their pricing/service including a hosting of the app, it makes sense that there is a limit to how many apps they host. Space costs !

    Let's hope that in the future/long run other ways will be available to publish apps from a "free game" perspective. But honestly, I don't see reason to evilize appmobi the way you've been doing for 4 pages now.

    Finaly Arima also said, this debate should be held in appmobi's forum, not in C2's. This is kind of irrelevant.

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  • Since the origin of your image (its x and y coordinates) is centered, if you add or remove half of its width to its x coordinate you get the coordinate of the left/right border of the object.

    This way, staying in the range (38, 602), you are sure that your image sticks to the boundaries of the screen horizontaly.

    Same logic verticaly.

  • Probably linked with the reported other bug, this has surely something to do with the recent changes made to subevent handling.

    Ash will probably issue a new release soon when fixed.

  • Merge event 2 and 3 into a :

    + On left clicked on 1Gold

    + Pick random 1Gold instance

    --> 1gold destroy, etc...

    This will pick only a single instance amongst those clicked and you can get rid of the sprite "click".

    For "one-shot" you have to spawn a new Particles object, not reuse a previous one.

    So instead of Particles2 set position, use system action

    Create Particles2 Mouse.x, Mouse.y

    This should fix it all.

  • Possibly related to this bug.

  • You can use tokenat and tokencount system expressions.

    Import your list as a single string with separators

    List="Andr�,Val�rie,Robert,Jean,Luc,Jos�"

    Instead of a number, make ChooseName a text variable. Assign it :

    ChosenName = tokenat(List,int(random(tokencount(List,","))),",")

    This will put a single name in ChosenName out of List.

    Check the last page of this topic they pretty much propose/explain this solution.

  • This one slipped my mind, sorry.

    Well your "Level 2" wasn't a right duplicate of the "Layout 1" layout. You were missing having the same layers in "Level 2", adding a "GAMEOVER" layer and putting the objects on it worked.

    Make sure that all the layouts are made in the same way for the events to work accordingly. If you apply an action to a non existing layer, nothing will happen hence "bugs".

    You can redownload the previous capx it works now.

  • Then in that case, on pause you need to store the values

    object.physics.VelocityX

    object.physics.VelocityY

    object.physics.AngularVelocity

    and set those to 0

    Also set immovable to "Immovable"

    On unpause, you set them to the value you stored and set immovable to "Movable".

    VelocityX/y are the "vector" speed (translation of the object) and AngularVelocity is the rotation speed.

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Kyatric

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