Valerien's Recent Forum Activity

  • A quick update: I added a list of upcoming tutorials. I'll be releasing a tutorial every Tuesday until the end of the summer. I'll try to keep these resources general, and of an intermediate to advanced level. I'm working on introductory matierial on AI as well for the month of August.

    Upcoming tutorials:

    • 22/07 : 4 valuable lessons learned from Dan The Rabbit
    • 25/07 : (quick tip) How to do advanced callbacks with multiple parameters
    • 29/07: 3 techniques to manage complex UI in construct 2
  • TwinTails jobel : that's true, it's always better to populate an array or variables with all of the data you need. With the JSON plugin, it's very easy as you can loop through items and populate an array quickly. It's not as efficient with object variables though, as you have to use the dropdown menu to pick a variable to set up... do one of you know of a work-around for that?

    Cheers,

    Nathan

  • DUTOIT : sure. Actually I'm starting out as a freelancer, so I've had quite a bit of money to invest straight up with decent earnings, but I don't need most tools just yet. Thanks =) !

  • Photoshop is really a tool of choice. As far as animations are concerned, flash is a very nice package. But those are pretty expensive!

    There is one open source software that is very good in my opinion, and it's krita ( https://krita.org/index.php ). It's a very solid package for illustration, painting and texture creation.

    The entire adobe suite: photoshop to after effects.

    It gets pretty expensive then though! Photoshop+lightroom alone cost approx 12€ a month here. That's 60€ for the whole suite (jeez I want to use flash sooo bad!).

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  • Hi beardedeagle, and thanks first of all. AI is a thing I'm just starting with myself. Thus, although I'd love to write on that, it not among the first things I'll tackle, unless I find something quite useful to share.

    Cheers,

    Nathan

  • Hey there! I'm Nathan, a professional game designer. I release free video tutorials every week on Youtube. The channel is dedicated to game art and game design.

    You can find all of the tutorials, arranged in categories, right there: Game Design Tutorials!

    News: The Kickstarter is over! And it was 240% funded. I'm working on a new website, Game Art Quest, where you'll find all of the open source assets, tutorials and premium training I'm making as part of this project.

    We have a game art study group on Facebook!

    Don't hesitate to leave feedback or ask me questions here. Thanks!

  • Beautiful

    Thanks revvin ! I left you a private message as well.

  • : pretty nice content you have there! I'm eager to seeing more !

  • GeometriX you can use a trick: copy your new image in an image editing software, select the image you want to replace in construct, delete and paste your clipboard. This will preserve your data as it is. It's not great though, but handy sometimes.

  • Naji Jayjay : this is a characteristic mechanism of free to play games. It's effectively partly meant to have the player come back on a daily basis, but it's more than than. At first, the player gets a sense of rapid growth, the game advances fast. The player gets invested into the game, and the game stays rewarding. The gameplay is then artificially slowed down. The player, who has now spent a couple of hours into the game, is now more likely to spend a bit of money to keep the pace going or to compete with other players. And, as you said, it forces the player to come back and check everyday. There are generally many complementary mechanisms, like the player being rewarded for coming back every single day.

    Anyway, on mobiles and social networks, the average player tends to spend only a couple minutes per game session. In transports, between to mails... those free to play games are also optimized to give the casual player a bite-sized set of actions to take at multiple time intervals.

  • Ashley : It's good, yes! But it only works with tiled backgrounds and spritefonts, while dragging sprites in c2 creates sprites by default. If you have, let's say, 4 or 5 environments, that's also generally nice to have the same amount of folders, just for organisation's sake.

  • Ashley : the n°1 could be an improvement upon the current system if it can be done swiftly. Some "reload all animation" button or right-click option in the anim view could be nice. This still doesn't solve the tedious work of re-importing many background elements though. Can't compare with bigger engines or ask for a complete take over the system, but I feel like a lot of time is wasted arranging, creating and reloading objects from within c2, rather than using the windows explorer directly (cf. Unity's project manager).

    To list things more clearly, I'd see some design like that:

    1- a folder structure in project mode that mimics the explorer view. Only sprites with multiple frames and/or animations are stored inside a sub-folder using their c2 name

    2- C2 automatically detects changes in the folder structure or files in the project view based on changes done from the windows explorer -> updates the files and folder structure inside the C2 editor.

    Dunno whether it's feasible, but I think it conveys the idea. Something that permits a professional artist to drag and drop his 30 background sprites freshly exported using generator in photoshop, overwrite the current construct2 files, and voilà: the whole environment is updated in construct. That's basically how Unity (and game maker I believe?) handles assets.

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Valerien

Member since 15 Nov, 2010

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