Aphrodite's Recent Forum Activity

  • The platform behaviour works best using a rectangular collision polygon (or at least, a collision polygon with the bottom side horizontal), does your sprite meet this requirement?

  • Link to .capx file (required!):

    Capx

    Steps to reproduce:

    1. test the capx with Y_to_set =0, press space multiple times and see it works (little dots are created)

    2. Change Y_to_set to -100 (or enough so the object will be teleported outside the layout)

    3. now test it, doesn't work, the On collision will not be triggered again

    Observed result:

    If the sprite2 was overlapping sprite, then was teleported out, the on collision will not be triggered back

    Expected result:

    Working like for Y_to_set = 0

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: didn't tested it

    Operating system & service pack:Windows 7 family edition

    Construct 2 version:r155

  • sved : I meant if the "low quality" option of C2 is used, but I don't think you use it anyway, so It shouldn't be a problem.

  • sved : I am not sure the size in editor thing works if you are using the low quality setting

    Ashley : a funfact, I know the master system uses only 8x8 (or 8x16 if a certain setting is on) pixels sprites, so to have a bigger one, you'd have to cut them and assemble them back in 8x8 pieces

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  • Bugasebi : you can choose the same event sheet for multiple layouts

  • I was really wondering something lately, People judge games nwadays by comparing them to standards, other games, or everything else, saying that 'this game is good because' or 'this game is bad because', but, I don't know if it really matters.

    I mean, video games are not meant to be good or bad, but to be enjoyable for some people, some games are really bad, like "Back to the future 2" on the master system (bad controls, automatic demo not working, difficulty too large because of bad control and design, I think this game was rushed for money)

    But otherwise, some people will judge games by saying 'it is good' with arguments, but when they go to another game, they will say 'this game is bad because the story sucks', or 'this game is too hard' while others will say 'it is challenging and don't bother us with a story too long for it', in fact, I don't think games can be judge by other means that their controls.

    Also, I think some people only want more, and will always compare a game to the best games they played

    I was playing a beta of a "classic platformer", it wasn't "great" like some will say, but I enjoyed it a lot more than some "good games", so, I wonder, am I the only one to think that:

    -the devellopement team shouldn't care about quality of their stories, or their graphics, or their musics, as long as the game is what they wanted to do, even if some will say it is bad?

    I think I prefer doing a said "bad game" that feels like me rather than the best game of the world but isn't me at all

  • hcporto : I suggest you to read this post that explain that : Right here (first post of the page 2)

  • To encourage player to continue, I think the best options are:

    -Make it so the death isn't unfair

         the player has to know beforehand that something can be dangerous, I know it seems stupid that I say this, but players don't know what to expect in some cases, if a new sort of trap appears, make it so the player see it working once, so he can learn from that and thus, will forgive you if he died because of that.

    -control often, and not only by yourselves, the difficulty curve of your game

        a game doesn't have to be easy or difficult, but it has to start quite easy, then increasing in difficulty without having a huge "OMFG What is this Impossibru thing I fought 2 goombas the level before and now there are 10 hammer brothers coming for me O_O"' "

    -Checkpoints

         make it so the player can do a mistake without being punished too much (An unfair exemple: In ninja gaiden, If the player lose a life in the level 6-3, he come back at the begginning of 6-3, when reaching 6-4, the first phase of the last boss, the health isn't refill, and if he lose one life, he don't go back to 6-4, or 6-3 no, but 6-1, that is quite an exemple of unforgiving checkpoint madness combined with no health refill when needed)

    -If possible, have a difficulty setting that works, so if people find it too hard, you can make it less horrible to some extend, and harder for people that seek challenge.

    -Don't do "Game over" if your game is long, losing your last life to the final boss stage because of one stupid mistake is the worst thing that can happen

    -Maybe letting some clues to the players on what they did wrong, or how to do it right when they lose a certain amount of times.

    But mostly the player should lose because of himself, If I lose because of bad controls, I'll be mad and will end up turning off the game, if it is because of a random glitch, I'll be mad but whatever, If because of unfairness, I'll be real mad, and will really have a hate relationship with the said game, but If It because of myself, well, gotta get better, and Finally I'll be able to finish a game I love

  • R0J0hound : I think that is perfect (don't know why I didn't though of this kind of programs before >.<), Thanks a lot.

  • When you use "Run file", the application will be launch the same way as if you doubled click on it.

    "Run file

    Run the file at an existing file path. This is analogous to double-clicking the file in the OS file explorer. For executable programs, it will attempt to run the program; for other file types, it will open the default associated program, such as the system default image editor if an image file is given"

    I can misunderstood though, does your file do anything while being double-clicked in the explorer? (Maybe it is possible to add command lines in the path)

  • SgtConti

    Unless I misunderstood something, you mean printing the XML File? Because I find that the XML File itself is not very convenient for learning purpose (It is kinda confusing compared to the event blocks themselves)

  • I don't have time for that project, but I like it, I played the old "Pok�mon Trading card game" GB game (and real cards too) as well as some Yu-gi-ho's one, and I think it is a good idea, I don't know how to do multiplayer with C2 (I think for this kind of games, it could be done), but Mostly I encourage you to put down the rules on paper, how each turn should work, what ends a turn, what are conditions of winning, what define if you can attack or not, etc..

    Because rules for these games can vary a lot from one game to another, and it can be tricky to not have them all perfectly clear first.

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Aphrodite

Member since 20 Dec, 2011

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