Valerien's Recent Forum Activity

  • You may want to play through several platformers and get your inspiration from there. You probably won't get many answers and/or many useful answers asking on the web, as ideas you implement in your game have to relate closely to the whole system and universe you're building.

    Good luck,

    Nathan

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  • There is a software called Articy draft which is designed for non-linear storytelling, and which should by know export everything in xml. It's a tightly packed solution, however its ergonomy isn't the greatest.

    For more linear stories, a simple writing tool works pretty well. Celtx is a reference as far as scenario-writing is concerned, but Word, LibreOffice or any equivalent works just as well.

    And based on what Chris said, I'd add that excel is great for anything you need to retrieve at runtime in your game : dialogs, cinematic elements, reading generated levels... it may seem weird but you can do a lot with it.

  • Programming is one of the most essential skills of a game designer : you have to be able to know whether your concepts can be put in practice, write technical documents and be able to communicate very well with programmers.

    Without that, the likelihood of pushing interesting team projects to completion is low.

    Yes, there are many things a game designer should know about, but the technical aspects of the job are by far what will take most of your time.

    Moreover, leading a team requires strong leadership skills, including the ability to take decisions, handle conflicts and take responsibility for failures.

    If you have little experience there, I'd recommend that you at least take several months programming little games from the ground up and look at the templates and tutorials provided with construct 2. You can also dig resources like Codecademy for a progressive introduction to the world of programming.

    Take care,

    Nathan

  • In the image/animation editor, the "loop" option for the animation may be set to "yes", you should check that.

    In general, when you need some issue to be solved, you may want to upload a capx file and attach it to your message (you can always cut down your code if you're afraid of it being stolen).

    Cheers,

    nathan

  • Being in the process of writing a training for middle school students (13 years old and above) and testing it, I can tell you from experience that apps cut in chunks work much better, and that you shouldn't have them do everything by themselves. At least if your aim is to teach programming basics.

    Don't forget that the human mind can only digest limited chunks of information at a time (6 different rules, pieces of information, etc. at once, says psychology), thus you'd better focus on specific notions.

    Good luck anyway !

  • In both cases, the 3d scenes, once rendered, become bitmap images.

    The whole idea of low poly vs high poly is that low poly aims at polygon reduction while high poly modeling doesn't bother. They generally work together : an artist will build a low poly version of a detailed object in order to make it usable for animation and sometimes reduce rendering times. Yet it doesn't mean that the object will be blocky, or that it will significantly alter the visual result.

  • The "style" itself doesn't have a specific name. However it is cartoony, it could be vector-based but you can achieve the same results with good old bitmaps, and it's quite saturated, colorful.

    If your aim is to find strong references in order to build a similar yet original art direction, you may want to search in good graphic designer's portfolios.

    There is no tough particularity to the way the environments are made. There is usually a single ground tile, a sky tile, one or two hills tiles, and then gameplay assets... mainly squares and rectangles for the structural elements, and characters.

    Several plants or rocks are added to the first plane by hand in order to improve the overall composition.

    Note that all the above applies for the original angry birds.

    Cheers,

    Nathan.

  • Hi everyone,

    I just wanted to suggest several changes that could help quite a bit as far as level design and project handling are concerned.

    Selecting multiple assets in project explorer

    • A way to select and move multiple assets at once in the project explorer would be super nice : on a big project with many assets, ordering and moving them one by one isn't practical at the moment.

    Layout view : mouse cursor based zoom

    • It could be nice if we could zoom towards the mouse cursor instead of always in the center : if you level becomes a little bit big, the fastest way to navigate through it in the editor is to ctrl shift de-zoom and re-zoom.

    Additive box selection

    • Right now when we box select, we cannot shift box select and add new areas to the selection. We have to box select and then shift select each asset one by one. Shift box selecting for additive selection would be a nice added value.

    A grid pow? slider

    • A slider to quickly set the grid to pow? values could help (from 1*1 to 256*256 for example), as these are basically the main key values used in 2d game dev. This isn't very important but could prove practical sometimes.

    Kind regards,

    Nathan.

  • You effectively cannot sell such a game on phones. However you can always try to monetize it with not-too-invasive ads (like a banner somewhere on the screen).

    Basically you need to make pretty elaborate games on phones if you wish to make decent amounts of money from it, you tend to get exponential revenues when your games's overall grading goes up, and close to no revenue with short projects (there are only a handful of exceptions on the 200 000 games out on the applestore at the moment, mostly because they were released on the first ios versions).

  • You can use templates as bases for your games, no doubt on that.

  • Link to .capx file (required!):

    dropbox.com/s/6gnuepxi4e6ylab/empty_cjs.capx

    Steps to reproduce:

    1. Create a cocoonjs project

    2. preview the app

    Observed result:

    <img src="http://image.noelshack.com/fichiers/2013/28/1373562277-error.jpg" border="0" />

    Expected result:

    the app should be previewed

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    win7x64 sp1

    Construct 2 version:

        138

  • Something like Alt-clicking to toggle the solo layer, as in photoshop, would be awesome, for sure. I second this one.

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Valerien

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