Yann's Recent Forum Activity

  • That should do

    antiReSpawn.capx

  • Funny Topic.

    Through all the reply, I can see the programmer side :

    "What? a template code? Noway we will see all kind of bad clones!

    But yeah Sprite packs are neat I can't draw sh*t! I'm like a penguin with a pencil."

    And... The more or less artistic side :

    "Yeah I don't want to bother with c2 programming, just give me a platformer/tower defense/rpg template and let me put my design on it. I will make that code shine!"

    Well... That's trully the same. You will either make gameplay clones or graphical clones (anyone ever played robot unicorn attack and compared the basic version and the metal one?...). And in all that nobody ever mentionned this obscur but crucial new Art form that is Game Design.

    Thinking about player experience, what emotion you want to create, what kind of challenge I want to put the player into? what will be the rewards? How will I make the difficulty evolve? and what will be the background of my game? The atmosphere? How Gameplay and Background story can mix to create a new neat piece?

    Game design is neither a programming nor a graphic/sound design subject. It's BOTH! And that's why serious project should be made in a team. (or if you are as skillfull as konjak or nifflas... Well... you can be a living exception :D ). But seriously, making game is a team effort and that's the beauty of it.

    Now I hear some comming with a "yeah but a team... it's hard to work with people" "I want to make my own thang" "if I need someone to programm I will take a C++ guy and won't need c2 anymore?" etc etc etc.

    Well, as a matter of fact, you would be right. But my point is that only the end product matters. And I strongly believe that using either template or sprite pack you will definitely end up with a sh*tty game.

    HOWEVER, you are talking money. Want to make money doing games. Selling packs can bring money to scirra.

    Yeah right.

    There are many ways to make money.

    There are many wrong ways to make money.

    Let's imagine, Scirra sells template pack and sprite packs.

    So if I could make a prediction, I would say, you will begin to see many tower defense with the battlefield pack, same with the space pack, and some with the battelfield AND the space pack. And then you will see the same exact tower defense with some neat graphism, and yeah the tower defense with just some square 'cause don't want to bother with art.

    And quickly c2 will be associated to a type of gamePLAY and graphism. "Yeah with c2 you can make... You know, tower defense"

    Well My point is The image of a tool is important.

    When you think unreal development kit, you see in your head "good damn good graphism" and yeah "fps"... for long udk was associated with fps. Hard to do something else with it. But now they managed to show that you could do all type of game with it (even a tower defense)

    UDK didn't suffer from that "with udk you can only make fps" 'cause they well... Epic's tool and games sell well.

    I said, there are many ways to make money, and in my opinion template and sprite pack aren't really a good way because of the image games made with them could give to c2.

    The other way I'm thinking about, since many month ago, is more or less that scirra actually could make a real game to show off C2.

    Not now, but in a near future, when HTML5 will be ripe, C2 could collaborate with some users to make a serious HTML5 game and improve their tool in the process. The end result should show the true power of C2 as long as sell well.

    In a nutshell, that's more or less how udk became that good. Improving an engine by using it.

    I think that would be way more powerfull than some sh*tty pack. And well... How many 2D game makers already did that? :D

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  • Jayjay > sorry mate but I have to disagree with you.

    I made a maze generator 2 month ago and it's a recursive algorithm.

    I have the same function calling itself over and over.

    Yes it's buggy, but not because of so many function call, but because I call it inside a loop and CC seems to have hard time keeping track of them and doesn't end them properly.

    So I had to name the loops with a unique name. But even so, there can rarely be some random crash.

  • Already did on PM but I think I'll publicly say thanks to all the scirra Team for their work, and to Ash and Tom for chosing my entry.

    I hope there you will repeat this kind of contest from time to time

    Here are the two books I bought with the Voucher :

    Making Video Games from Marc Albinet (my game design teacher when I was still a student last year)

    I want to read both this book and the one I won to have many input on how to make good video games. 'Cause at the moment I only have my teacher's verbal teachings in memory.

    And Color an Light from James Gurney 'cause he is just awesome

    So thanks again :D

    *returns to work*

    Oh and I tried the 2 other games that won, kastras's one had a nice idea for the attack move, it made attacking fun to do.

    And I like the laser one, I made the same kind of instant laser on cc, but I'd like to know how Animmaniac did his. Also I tried it on a platformer without much success so you did great, the idea of continuous laser is neat.

  • Good question Ashley, next time the bug happens I will check that and bump this topic with the answer (:

  • Oh! r65 good news

    Thanks xenox

  • Don't really know how to make a capx out of this problem.

    During the c2 contest, I added sound at the end of the process and when I tried the export, no sound played.

    As there didn't seem to be bug report about that, I thought I did something wrong (audio format, tag use, etc), but didn't find anything.

    Then I closed c2.. reopened it... exported... oh! it works!

    I report this bug because it happened again from but it's not that often.

    c2: r64 64bits

    system: windows server 2008 r2

    browser: firefox 7.0.1

  • During the c2 contest I had to import sequences and sometimes modify them. But almost each time I tried to overwrite the files, windows scolded me telling me they was "used or left open".

    I had to either create other files or close c2.

    c2: r64 64bit

    system: windows server 2008 r2

  • Hi!

    I did report this bug on my big report but decided that it wasn't a good and practical place for it, so I move it here :

    When the size of the object is set to 0,0 during runtime, the game completely freeze.

    c2: r64 64bit

    system: windows server 2008 r2

    browser: Firefox 7.0.1

    BUG-PhysicsFreeze.capx

  • if your windows is 640x480 and your layout is 1280x1024, and you want to put a button in a layer with parallaxe 0,0 that will appear in bottom left

    you should put the button around (0,400).

    Because the layer won't move thanks to the 0,0 parallaxe, you have to put the button where it should be if there were no scrolling at all.

  • I will make an entire report on what I noticed about construct 2 current build when I used it to create MoonShield for the c2 contest

    But First who the f*ck am I?

    I'm just a french guy freshly out of artschool who used multimedia fusion and construct classic quite a lot for almost 2 years (only 10 months on construct) (I did some project you can see and test on http://yanngranjon.com/games/)

    I think construct 2 will be one of the best game creator available right now (once perf issues will be erased from html5 browser support). Still, my report will cover some issues I encountered and some concept I believe might be interesting to consider.

    I don't expect all that I will write to become reality of course, but well, there could be some nice idea.

    So here I go

    In my opinion, there are 3 important points that game maker software should look for :

    • enhancing code readability : being able to reopen an old capx and quickly understanding what it does, working on big complex capx project between team members with minimum time on decrypting what the other did...
    • enhancing modularity : being able to work on a project as a team as well as alone. Games are more often made by teams than by lone crazy monster like konjak or nifflas. So we should be able to write some piece of logic algo and quickly (copy/paste ?) integrate it into the main project without logic bug.
    • still keep it SIMPLE! That is its better quality.

    So first READABILITY :

    c2 achieves that very well, you can make comments, group parts of game logic, sort these parts into included event sheets to easily reuse some part of your engine.

    Also, I love the fact that you can take a tab and put it away and see the event sheet And a layout at the same time.

    And I love the search feature (could be a whole project search maybe? and a search and replace too maybe?)

    Still, I have three ideas to increase readability even more and help creating more organized and usable project.

    1/ inline comment on global/local variable creation

    instead of alterning comments and variable definition

    you could have something like that

    It mimics the way some comments variables in scripted codes

    int myVar; //this variable does that[/code:1l15ke80]
    And can make capx easier to understand when they are cluttered by so many unrelated global variables.
    
    [img="https://app.box.com/representation/file_version_18379861793/image_2048_jpg/1.jpg?shared_name=fn8fbozksngw1hgfymib"]
    [img="https://app.box.com/representation/file_version_18379862143/image_2048_jpg/1.jpg?shared_name=vcv6mlq8r99ia8194c1h"]
    
    2/ syntax coloration.
    We could select a whole bunch of code and set the background to a color, or tell the content of a group to display a given color. this way even when going through tones of events you can still know in which group you are :
    [img="https://app.box.com/representation/file_version_18379859869/image_2048_jpg/1.jpg?shared_name=z5ih64ejnom6iumekesn"]
    You could also have some highlighting feature to more or less make some important parts stand out more or visually associating some events.
    
    3/ enhanced library
    I think the library should evolve a bit. I'm thinking of very simple feature like : knowing if an object is used or not in an event sheet or layout. It could be done with simple color code or icons.
    [img="https://app.box.com/representation/file_version_18379877247/image_2048_jpg/1.jpg?shared_name=xbace0w0hw17pbzvtxf9"]
    And by right clicking an object in the library you should have information to locate them in layout and/or event sheets.
    [img="https://app.box.com/representation/file_version_18379874811/image_2048_jpg/1.jpg?shared_name=a2o8s044rkane3vb2r6j"]
    [img="https://app.box.com/representation/file_version_18379876585/image_2048_jpg/1.jpg?shared_name=9jb9906ufqeq56nbce0s"]
    Since now deleting an object in a layout doesn't delete it from the library (which is a great, very great idea, it IS a real library of objects now) the library can become a mess pretty fast.
    You could also have a dangerous cleaning feature that erase all stuff that aren't used at all.
    
    Also for readability (but I believe you have that in your roadmap) the folder organisation in the library should appear in the ACE windows. with collapsing sections.
    
    Now MODULARITY :
    What I did in MoonShield, was building a simple level. And when I worked out all the basic mecanics, I planned to simply put all these mecanisms in an event sheet and include it in other levels with alternate gamplay (but didn't have time to do that for the contest <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> )
    [img="https://app.box.com/representation/file_version_18379855979/image_2048_jpg/1.jpg?shared_name=c5zori7wmsaouo3idows"]
    
    Here two major problems arised :
    
    1/ Global variable unique initialisation
    As construct classic uses global variables the same way, I anticipated this one. The very nature of global variable is that if you have a layout that should restart (like "you lose" -> restart), you WILL have to reset all global variables by hand, making redundant annoying code like that :
    
    [img="https://app.box.com/representation/file_version_18379867359/image_2048_jpg/1.jpg?shared_name=nhu29f1yfs2xdeyplqvm"]
    
    Unfortunately, local variable won't do for that kind of situation, because they are just temporary variable that can't evolve during the game because they get reset each game loop. Which make them an awesome tool to increase readability because you will have a code like that :
    [img="https://app.box.com/representation/file_version_18379881107/image_2048_jpg/1.jpg?shared_name=49xnbfju20n2dh3rhddo"]
    Instead of having a big hard to read expression. And also as there are local, the global variable combobox will not be cluttered by them.
    
    I have two solution for this problem (which are more or less the same) :
    [ul]
    	[li]global variable should have a property to make them travel between layout or not[/li]
    [/ul]or
    [ul]
    	[li]having a third type of variable "layout variable" that gets reset on start of layout. You can also have the same variable name for other layout (increase readability)[/li]
    [/ul]
    This way you can have your layout parameter set at the beginning of the event sheet, OR a bunch of variable in an included eventSheet that will create and reset the variable you want for each layout.
    This way you avoid redundance and conflict. Keeping true global variables for just the data that should travel.
    [img="https://app.box.com/representation/file_version_18379869965/image_2048_jpg/1.jpg?shared_name=zzek4aqkby3t5mp8cdxw"]
    Because, after all... There's not that much game that will need a whole bunch of travellable data (score?.. experience?... in rpg it's probably important yeah...)
    Also, this way you really only have the variable that you need in the ACE windows (global+current Layout+current local variables), far less cluttering.
    
    2/ Start of layout initialisation conflict
    The second problem was unexpected and also pretty annoying. c2 doesn't care where I include an event sheet, he will first call the start of layout code of the included event sheet and then those from the parent event sheet. This structure makes difficult gameplay variation on a same base mecanics.
    [img="https://app.box.com/representation/file_version_18379867203/image_2048_jpg/1.jpg?shared_name=r8p97kpxr1yfwgk07a2m"]
    In MoonShield, I had to take all start of layout events out of the included event sheet and duplicate most of them in the "parents" of each level.
    I think included code should be read in order of its call in the parent event sheet. So if I put start of layout before an include, it should be evaluated before. If I put it after, it should be evaluated after.
    I think it's an expected behavior.
    
    3/Other ideas
    Other than these two problems, a duplicate layout feature can be interesting. Let say I have a game with asteroids to deviate in order to protect a planet. Now I want another level where I still have to protect my planet, but have to create another one by aggregating asteroids. I'll gladly start from the first layout, adding the new planet and some piece of code to change default positionning and add the newEarth logic.
    
    Also, the ability to merge construct projects. Let say I work with an awesome guy who is really great in UI programming (with c2) and I prefer to code a collapsing black hole ('cause it more fun right?). It would be great that : 
      - my buddy do his thing on a layer named HUD with his objects and his code properly isolated in a standalone event sheet (included in the layout event sheet)
      - I do my part on a layer named GAME with my objects and my code the same way
    Every thing works for me and for him
    We all worked on the same Layout named "Level1" which has the event sheet "eLevel1"
    We merge the two capx, c2 recognize the same layout name, merge all the object/layer/event Sheet in one layout with his layer on top of mines, his event sheet next to mines, and his objects added in the library, with an autorenaming feature (library & eventSheet) in case duplicated names appear. And then we're done! His HUD on top of my game without breaking any sweat
    
    And if he wanted to use some of my objects, we could select the same object that has been renamed during the merging and right click "replace by existing object", after a little check (same instance variable/behavior/effect), the renamed object is deleted and in the eventSheet it is replaced by the proper one.
    
    Or maybe the autorenaming feature during the merging could prompt some stuff to ask if it should autrename or merge the objects (creating the variables/behaviors that doesn't already exists)
    
    For the last part, Keeping Things simple
    
    C2 pretty much ace that already.
    I have just a little ideas I already talked about it to ash actually.
    
    default values.
    The idea is that each paremeter global/local/instance variables, position, rotation, size, opacity,... have a default value set in parameters. But I think these default should be stored by c2 and retrivable. this way you could do something like
    [code:1l15ke80]healthbar set Width to : default(healthbar.Width) * Player.life/default(Player.life)[/code:1l15ke80]
    You could, along with that have a setDefault() function to change these values. Imagine if the player's max life increase, you will just have to do  a 
    [code:1l15ke80]setDefault(Player.life,default(Player.life)+10)[/code:1l15ke80]
    it's really simpler than creating variable to store these default values (and unreal dev kit does that)
    
    Now for some bug and annoying stuff I encountered :
      - a freezing bug : [url=https://app.box.com/s/o2tlph5xzxvy78vyflac]BUG-PhysicFreeze.capx[/url]
      - when do a sequence of png, I importe it in animFrame with the import animFrame feature, and I try to modify these png afterward, I can't overwrite them 'cause they are "left open"
      - sometimes I have to close and reboot c2 before an export to hear the sound
      - we already talked about that but I write it to be complete, the size of an image is update after the frame is drawn, so you can't have the size of an animFrame at the same time you change it. It can be annoying for when you have to setup stuffs with loops.
      - the find function isn't case sensitive. I can see that it can be usefull, but it would be great to have either two find function or another argument to set it case sensitive or not.
      - there's no LayoutName expression to get the current name of the layout otherwise, I would have been able to overcome the include conflict by checking this value.
    
    Annnnd that's all (:
    
    I hope I've been clear enough and that some ideas are interesting. And that Ash will read this and give me his opinion.Yann2011-10-28 14:48:13
  • Oh! I have one little annoying remaining bug,

    Hope I can correct it in time (just one item that doesn't display in the stat screen, and didn't make the credit layout damn so the credit button redirects to the intro for now)

    Other than that, I'm more or less done.

    a) MoonShield

    b) http://dl.dropbox.com/u/23551572/C2-Games/MoonShield/index.html

    c) France

    hope you like it

    Edit : credit frame done in extremis

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Yann

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