breravin's Recent Forum Activity

  • Hi Guys,

    Thanks for the kind words! And sorry for the delayed response - totally swamped with moving.

    Eveything except for the sound (and the Zelda "old man") was done by me :)

  • - Finally, a small bug. When the player moves and you push two buttons at the same time, the walking animation stops. For example hold Up arrow and left arrow and the animation will stop but the player keeps moving.

    Fixed! Thanks for pointing this out :)

    Also, if anyone finds the old man, let me know :)

  • Haha, thanks for the feedback, glad you liked it. I can definitely speak to a couple of those things.

    First, yes, I sent this around my actual office on my last day. To that effect, there are a lot of inside jokes. So, I completely agree that this probably won't be super fun for most outsiders playing; it's more a wink to my co-workers. I still thought it would be worth sharing b/c it was made possible by C2s great features.

    Now, let me respond to your specifics notes.

    • Goal Clarity: I agree. And to be honest, I didn't even add a "point" system until 2 days before my last day. This is actually why I added a cheat option to complete the game (hit the "~" key to see the end ^^).
    • Task Clues: There is actually only 1 type of task that I was able to implement: talk to people. I think the key you're referring to (toward the top of the office?) is actually a wrench. Another inside joke :).
    • NPC Initials: You're right on this one too, it's actual people's initials (I think I was able to get more that 75 people represented!). The main reason I chose to do it this way was for privacy. It seemed like the safest way to get 1:1 presentations of people without potentially revealing too much. Definitely not the most elegant solution though.
    • Movement Bug!: Curses!!! I fixed this with the WASD controls (my preferred navigation) but forgot to fix it with the arrow keys. I'll hop on that tonight b/c I agree that it's terrible ^^

    Finally, here's a walk through if you want to complete the game the honest way:

    Talk to everyone (~76 points)

    Talk to the TV in the conference room on the right (46 points)

    Attempt to leave the office at the bottom of the screen (128 points)

    Find the Old Man (hint: try walking in all closed doors. There are only 3) (100 points)

    My dialogue system is really brute force, so I really want to check out yours because you were able to get a lot of dialogue with so few events.

    I'm very busy packing up getting ready for a move, so it may be a while before I'm back working on anything (;_;), but I can't wait until I get time again!

  • Hey Guys,

    Realized I hadn't introduced myself, despite being on the forums a bit :)

    I'm a professional game developer - specifically an environment artist. I've got absolutely zero programming skill, and that's always been a huge barrier to entry for me for small, personal projects like you see here.

    Despite a great desire to do my own project, time is incredibly limited for me, so when I saw the Construct 2 introduction video, I had a feeling C2 and I were going to get along great!

    I've been really impressed with the "easy to learn, challenging to master" feature set that C2 has, and really hope to see this community flourish :)

    Last but not least... "hello" :)

    <font size="2">(I also recently finished up my very first attempt which you can see in the "Your Creations" section :))</font>

  • Hey Guys,

    So, as a friendly farewell on my last day I put together this game.

    I gotta say I absolutely love Contruct 2 and really hope I get more time with it in the future. As someone with no programming background, I couldn't have asked for a better tool.

    There is actually a whole laundry list of additional things I would have liked to do (not the least of which was finish the entire office) but my last day was here before I knew it!

    Without further ado!

    Ken's Last Day

    Noticed a lot of people put pics, so adding a couple :)

    <img src="http://dl.dropbox.com/u/1605506/Start.jpg" border="0">

    <img src="http://dl.dropbox.com/u/1605506/Office.jpg" border="0">

    <font size="1">Some quick info:

    Start music is a chiptune version of the Skyrim Theme done by Systoll

    Office music is "The Color of Summer Sky" from Secret of Mana

    Fonts are from an awesome 8-bit set from Miffies

    The marker font is "Covered By Your Grace" by Kimberly Geswein</font>

  • You don't need a custom plugin for that. It is built in.

    Use the Touch-Plugin and look at the properties on the left side. There you can set that the Touch-Plugin listens to "Mouse-Input" - i.e a mouseclick is interpretet as on-touched-event. No you can replace all Mouse-click-events with Touch-events and finally delete the Mouse-object - but only if you do not use mouseover-events and similar.. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Ah, this is an interesting idea. Still a bit more labor intensive than I'd like as it requires replacing probably more than a hundred mouse click events, but something to consider.

    As mentioned, this also doesn't really help in the case where I need a right click (about 1/3 as often as left click, but still often).

    In my situation a simulation would be the ultimate time saver, but... sounds like there's not much I can do.

    I've also discovered that iOS performance is awful (about 1/4 that of a pc based browser, even after I've tried all the performance tricks), and I'm running into all the sound issues everyone else has with html5 (basically, none of it works). So, with that in mind I'm getting less and less motivated to get it working.

    Kind of a bummer, but it's ok.

  • Hi Guys,

    So, I've got a lot (dozens) of context sensitive events which are triggered by left-mouse click.

    Now, I'd like to add touch controls, but rather than add a custom touch event for each context, I'd like to simply have a Touch condition where "Is touching <object>" simulates a Mouse left-click.

    That way I could create a simple mouse icon, and touching it would simulate a left-click, triggering the event.

    I've read through the touch tutorials, but nothing seems to cover this situation.

    Thanks!

    (I should be able to have something to share real soon :))

  • Heh, I sort of answered my own question with my last edit. It's a bit more manual that I'd like, but gets the job done :)

    <img src="http://dl.dropbox.com/u/1605506/Score_Fixed.jpg" border="0" />

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  • Hey Guys,

    I can't quite figure this out. I tried to do a search, but couldn't find what I wanted.

    Problem: I'd like to award 1 point for each NPC the player talks to the first time.

    So, I set an boolean instance variable for the NPC. When the player talks to the NPC it sets the boolean to True. (I called the boolean "SpokenTo")

    The I have an event:

    System| For each NPC

    NPC| Is SpokenTo

    -> Add 1 to Score

    <img src="http://dl.dropbox.com/u/1605506/Score.jpg" border="0" />

    But the counter continually goes up after speaking with the NPC. I tried a "trigger once when true" condition, but it didn't work.

    Sorry, I don't have a capx to share, but I can make one if necessary.

    Edit: I should also note that each NPC has a unique instance variable (in my case, each NPC has a unique name).

  • Hey,

    Finally getting around to trying this out. It worked quite well! (I only have it implemented in my main project, not my smaller test capx, so I can't share it atm)

    The only downside is that the first key that is pressed holds precedence. Ideally I'd like to make it so that the most recent key pressed holds priority. But that's really minor, and it's much better than the "floating" I was seeing.

    Thanks!

  • There's several issues with your capx :

    1/ you can't really know if the event is working, because your text is way out of screen at (70,446) when your character (an then the scrolling) is at about (880,3200). So you need to put your text and text_box in another layer with 0,0 parallaxe

    2/ 10px is too short, your the distance between the hotspot of your character and it's boundaries are already greater than 10px.

    I put < 60 instead

    3/ the system distance() function doesn't do any picking. If you know you'll have only one closed door in all your layout it's ok. But if you want to put more than one, you have to filter each closed door with a foreach and do the distance check afterward.

    Look at the capx. the order of event 23's conditions is important:

    - first filter closed door

    - next take each closed door one by one

    - and then do the distance check on the door the foreach is on

    http://dl.dropbox.com/u/23551572/C2/doorPicking.capx

    1) Ah, you're right. Silly mistake ><. I've got it set up correctly in my project file, just not in the capx test file I linked too.

    2) Good to know! Thanks.

    3) Also good to know, I'll give it all a try. However, I want all closed doors to behave the same anyway, so isn't this potentially a non-issue? At any rate I've give it a try with the fixes you've suggested.

    Thanks again, I'll try it myself and let you know how it works out :)

    Oh, and thanks for the fixed capx, works perfect!

  • I'll give it a try, thanks!

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breravin

Member since 29 Feb, 2012

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