Valerien's Recent Forum Activity

  • I'd encourage you to find the essence of your game. What can you take away from it while retaining its entertainment value? You don't need an inventory, nor do you need a complex AI etc.

    In other words, you want to work on the systems the player will use the most often and find fun into. In a classic japanese RPG, this will most likely be the battle system, and then moving and interacting with the world. Features like a slick UI, an inventory, a shop will most likely only add content and a bit of depth to your system: the player will go through dialog boxes and be attacking foes, most of the time.

    Good luck going forward!

    Nathan

  • I'm pretty sure that the timer behavior is a set of calculations results based on the Time variable.

    I don't think you need to worry too much about the internal clock's reliability, it should be really precise. You will always have some +/- 17-30ms of error margin that comes along with the framerate. But that's good enough. I've written an example using the Time variable simply because I wasn't aware of the timer behavior ^^' (just starting programming with C2) !

    Sorry for the previous answer!

    Cheers,

    Nathan

  • Hey douglas,

    I gave a solution to a problem that's similar to yours: a metronome plays a sound on beats. Its rhythm is based on a global BPM value. In this thread, you'll find a general code logic that should give you a solid base to build a metronome upon: https://www.scirra.com/forum/viewtopic.php?f=147&t=101187&p=788436#p788436

    Without a generic base, you'll have trouble adding functionnality further down the road.

    I hope this helps!

  • So basically, 200$ is a really low payment to give up most of your game's rights to a publisher. I highly recommend avoiding that, as it drags the market down for everyone.

    A good, yet small html5 game can be sold for approximately 3000$ to 5000$ under exclusive terms on average. The html5 market is only on mobile browsers right now, so you have to build lightweight, simple to pick up, optimized games.

    This great article on photonstorm will give you some still valid details on the market's current state : http://www.photonstorm.com/html5/the-reality-of-html5-game-development-and-making-money-from-it

    I'll sum the market's state up by saying that it's hard to get started making money. You'll have to make good products and really stand out. You should go check Spil games's portals to see a bit the level of quality required to get deals.

  • Are you using the platform behavior to move your character? I've made a commented capx that shows a basic ceilWalk behavior:

    https://www.scirra.com/tutorials/1026/ceiling-walk

    Please tell me if you have any more questions!

    Cheers,

    Nathan

  • You simply need to access the Time and dt values. I'm going to describe this in a general coding fashion here. You basically want to check on each frame if you're hitting a beat or not:

    At the start of the gameplay session, you store

    beatsPerMinute = retrieveBpmFromSong(currentSong);
    beatsPerSecond = beatsPerMinute/60;
    startTIme = Time;
    currentTime = startTime;
    secondsPerBeat = 1/beatsPerSecond;
    lastBeatTime = 0;[/code:1n69c5ya]
    
    On every frame, you want to get your current time, and check if it's approximately a multiple of your bpm. I you have hit a bit in the past secondsPerBeat though, you don't want the game to take it in account again in the next frame:
    
    [code:1n69c5ya]currentTime += dt;
    if(currentTime - lastBeatTime < secondsPerBeat)
    {
    if( 0.8 * secondsPerBeat < curentTime % beatsPerSecond < 1.2 * secondsPerBeat)
    {
    lastBeatTime = currentTime; // you trigger some visual thing, store values, whatever. At least, you know that this frame's timing is a beat. You can check the player's precision against it.
    }
    }[/code:1n69c5ya]
    
    It's a bit late, I'll try to make something like that directly on construct later!
    Cheers,
    Nathan
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  • Hey ,

    We mainly have issues due to the project scaling up. Although we'd like to have the ability to support multiple game viewport resolutions and mipmapping, there is no real big function that construct 2 is lacking per say. It has just gotten very tedious and slow to iterate on the game overall. We need for example to tweak and reimport a lot of content often.

    This plus the fact that the project needs a reboot, we decided to switch back to unity, which we is more flexible. We decided to make a snappier platform game with procedural content !

    Anyway we'll keep working with construct 2, we have some more games to be released later in the year (right now they're under contract with publishers).

    Cheers,

    Nathan

  • Hey guys,

    Quite a bit of work has been done this week, though we decided to stop the project and to reboot it on unity : the current construct pipeline lacks a bit of flexibility for us to have things unfold properly.

    Cheers,

    Nathan

  • Thanks a lot guys.

    : sure, this is a nice idea and I'm taking note of this. It will just fall into the backlog for now, as we have to work on a lot of structural elements still (like making 40 more levels !).

  • Hey everyone,

    Thank you for the feedback guys !

    This week, well... I started like a rocket, working intensively for a couple days, only to hit a wall on Friday and finish it in a snarly mood. The main thing that was done here was the reviewed animated skins, with a fair amount of brand new animations !

    This is also an occasion to show you the core mechanic of the game : the mask. The player can use this one in order to hide himself from the most stupid guards. This game's levels and enigmas revolve quite a bit around that sort of things.

    The load of tasks to accomplish felt truly heavy, so this week I'll take care of previous week's backlog.

  • Sunday update - 03/16/2014

    This week has been busy doing all sorts of crap. Let's not waste too much time, here come some pictures :

    • Reviewed character skins
    • Level select menu

    This week, I'll be :

    1- finishing the structure of world 2 levels

    2- adding a fair dozen of anim

    3- adding the princess and piggy earl, two key characters

    4- finishing the first batch of tutorial/settings related assets (xbox, keyboard and touch buttons/action assets)

    5- And even more !

    See you soon !

    Nathan

  • You should use an external data system to store your databases (like json arrays or xml files). You can import a file into the file folder of your project.

    Boa sorte com seu projecto !

    Nathan

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Valerien

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