Valerien's Recent Forum Activity

  • matrixreal : Thanks much matrix, that's heartwarming! Construct2 is a flexible toolbox. Thus, it can do many things! It's mostly up to the designer/developer to spend the time to get a polished result.

  • A0Nasser : I'd rather make art tuts actually! But there are no sections for that on scirra's website, and I didn't expect it to be of interest for people around here. Don't hesitate to message me with some suggestions !

  • atomoso: I'd love to. For the moment though, I don't want to push a game project too far, as I lack the programming experience to optimize and organize a large system well. Thus, for now, I'm leaving Dan the Rabbit as it is!

    Thanks much,

    Nathan

  • Thanks much guys! I'll do my best to provide you with better content as time advances.

  • Hi everyone,

    I just added a follow-up tutorial to my article about callbacks. It shows a way to do callbacks (call a function from a function) with multiple parameters.

    I also released another kind of tutorial on Tuesday, that's workflow/design-related. Could you please tell me if you like it? As time goes, I'd like to share a bit more about game design, as I am a designer, not a developer. But I'd like to do it in a way that's compelling for you guys. Maybe videos would be more interesting?

    Thanks much,

    Nathan

  • ThunderLion : Yes, absolutely.

  • That's a nice art share thread here . Keep it all up guys !

    I've been working a bit on creating character concepts lately, trying to come up with an interesting painterly style :

  • There's also an adventure game system available for Unity, which seems quite decent. It's called Adventure Creator. With Unity, you get more flexibility, against a more complex worklfow. So if your students don't have a bit of experience with game creation already, visionary may be a better pick.

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  • Sure, it can work. Use a third party software to import your art in batch. Traditional animators do that all the time! It's not always easy to keep your art consistent that way though, and you'll have to clean up your scans once they're on your computer (in order to get decent sprites).

    Good luck!

    Nathan

  • RenatoB : if you have for example 16 instances of the object "local", the for each loop will go through each "local" instance one by one. If you sub-pick an instance, it will keep the one that's already filtered within the loop.

  • TwinTails RenatoB : when you use "for each", you already pick each instance one by one, in a row. You don't have to filter more.

    for each (local)

    >> if local.occupied = 0

    >>>> spawn a random sprite

    >>>> set local.occupied = 1

    I know isn't your current problem, but it's important to point out. Then, the logic of the code you provided looks correct otherwise. We need to know more about your code to solve this bug !

    Cheers,

    Nathan

  • awmace5 : although a multiplayer tutorial would certainly be appreciated, I believe that a good mastery of c2's concepts and optimization is required first. Multiplayer is very technical, and puts heavy constraints on one's code and design. There are also 4 detailed multiplayer tutorialsalready written in by Ashley. He has covered the essential networking concepts to grasp to build more complex games and apps. Network is finally something I have very little knowledge of: as a designer, I have only worked on single player games. I wouldn't want to share so-so or wrong information about technical concepts I don't quite get myself.

    So anyway, I'm working something out on AI, project management... compiling a few tricks from fellow professional developers as well. And as always, I'm open for requests !

    Cheers,

    Nathan.

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Valerien

Member since 15 Nov, 2010

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