Gropwel's Recent Forum Activity

  • Yo!

    Still trying to come up with a nice collision detection system for the little baddies that are running after my character, in a top view Link to the past style game.

    I'm wondering if an 8-direction behavior could be overridden with events that would enter "fake" inputs. The collision detection works so nicely with that behavior.

    Is there a way to replicate that quality of coll detection on another object like a potential enemy?

    In my .cap I tried to recalculate the position of the enemy at every tick when colliding with a box but I have no idea how to get the actual angle of the surface my baddie is colliding with, so that the baddie would "rebounce" in the right angle.

    You can see that my system works well with a vertical wall, but not at all with a horizontal wall.

    http://dl.dropbox.com/u/38319441/CollisionTest.cap

    Thanks a bunch!

  • Oh right, good to know!

    damn it's gonna be a lot more work editing each asset of a level individually... I think shift+clicking a folder would be the best cheapest solution without creating anything really new, I'll try maybe making a suggestion.

    Well back to the Classic section then. Thanks !!

  • And thanks a lot for taking a look at my .cap file! I got plenty of ideas for solutions now. I'll try them using Classsic and tell you about my results.

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  • Considering your question about group objects, are you talking about families ? (another tutorial about families)

    "Families" only are implemented in CC atm, not in C2 (yet).

    Hmm as I understand it families seem to be useful from an event scripting point of view. Each elements of a same family will still be selected and moved around individually in the layout editor.

    I'm looking for a basic grouping function based on parenting. There is a whole object property subsection named "Groups" I thought maybe it's the Container property, it gave a yellow outline to the "contained" objects but I failed to see any other effect. I though maybe by placing them in the same object folder in the project tree that might do the trick, maybe by shift+clicking on the folder it would select every sub files, nope...

    If there is no assets grouping function :~( I'm thinking building my levels directly into photoshop might be the way to go.

  • damn I fit perfectly. But I clash compared to other devs so the statement is not really true anymore... we're all aging! Can't look like hippies forever. :)

  • Welcome to Scirra.

    I have a general question about the industry. If someone has little to no schooling, but has a superimpressive demo as their resume', basically, would they have a chance at getting an entry-level position somewhere? If not, what if they have a reasonably successful indie title shipped?    Basically, is it possible to get a job in the industry without a degree?

    It's not impossible but it's definitely the harder way to do it. I only know of a few devs that didn't spend a good amount of time and money getting a degree, got in the biz with talent alone, but that was in another era really. I'm only assuming here but that may be something you might regret later on because study is a great investment for the future, and going to college or uni does make you learn on whole other levels like social, meeting contacts and people who share your passion, rigor, it forces you to deliver on time, experience, learn from veterans, stages, etc... it shows your commitment and it really makes a difference in the long term, it makes you more solid overall and your value as a dev just goes boom. So yeah, definitely get a degree if you're serious about it, and read lots of books all the time. :P

    One thing that's changed in the past few years is about the hiring criterias. Considering the size of dev teams nowadays, if you're looking to get in a major company I can garantee employers and HR will favor someone that will work well with production reality over someone that's just incredibly talented. I don't know if you can see the nuance here, the cost of a production mistake is so high now that they just won't go with anyone who shows potential risks like ego issues, social inadequacies or is really inexperienced with the concept of production, no matter how talented they are. So rock solid professionalism is also a huge factor, total human respect, understanding pipelines as well as the wonderful subtle world of office politic. ;)

    A scirra construct demo certainly cannot hurt. But I personally got hired and to my surprise my employer didn't even took a look at my demo! They are much more interested in who you are rather than what you do.

    So to sum up if it can help, if you can't get a degree consider showing that you are working hard like a warrior on all front for your passion (not only construct but also getting involved in a community, searching for stages, ask them to challenge you) and always looking to learn more. Relentless would be the best qualificative for the energy of a game devs and the game industry.

    Cheers!

  • Hmm I'll go get some sleep and give this a try! But the more it looks like the arguments keep going in favor of Classic...

    thanks a bunch!

  • Ah you're right, I fixed the hyperlink, should work now

    http://dl.dropbox.com/u/38319441/RPGtest.capx

    Well thanks a lot for the info,... I can finally stop searching lol!

    Looks like I'll be sticking to Classic for a while.

    But I can't help but ask another one that's been bugging me for a long time, might sound stupid but here goes; is there any way to group objects in Classic? Kinda like the layers in 2.0. So then I could move and edit the whole forest instead of picking up every tree every time?

    Odin bless you friend.

  • Enchant� Kyatric! Yeah I'm enjoying the last bit of summer here before the blizzard comes again. :P

    Yes I'm prototyping with a couple editors (virtool, unity...) and Construct seems to work best for what I need. Awesome software UI design TBH. I just installed the new version 2 so I'm a bit divided as to which one will deliver the best game in 6 months from now, but hopefully I'll find out and get back to running speed soon enough.

    I don't have a blog no, it's definitely in the list of stuff I want to start. But I enjoy the blogs of other designers like Derek Daniels or Clint Hocking.

    Honor to be here!

  • My bad. Fixed now.

    The honnor is mine sved. :)

  • I like version 1 better because it has 2 colors. If it's all blue it becomse monochrome and a little more boring to the eye. Blue is fine but I think it'd be cooler with a secondary color, like gold, or deep red...

  • Hey!

    I've been exploiting precious knowledge around these parts for quite some time and I feel it's time for me to contribute somehow.

    So yeah I'm a professionnal game designer since 2004 and work on a few titles like Tom Clancy Raindbow Six and the Prince of Persia franchise.

    My LinkedIn account

    I have no idea if it'll interest anyone but I'm currently on vacation and working quite a lot on a little project of mine so I should be avaiable for some time.

    Obviously don't ask corporate questions that you know I can't answer but I'd be happy to share some tips and tricks concerning basic game design concepts such as combat systems, good challenges and balancing, iterative prototyping, level design, planning a game story and so on...

    Thanks!

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Gropwel

Member since 24 Dec, 2010

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