Elliott's Recent Forum Activity

  • Bugger! Well that's this ship sunk

  • It's highly semantic, but I've always considered the games themselves to be engines, and C2 to be a framework.

    C2 is described as an engine almost everywhere though.

  • This has been discussed before, but to my knowledge never went any where.

    After seeing the new forum footer, the idea has resurfaced.

    These characters have a story to tell, a game to be played - do you guys think we can do it?

    A community wide team-up to demonstrate what C2 can do, a real show piece.

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    This actually sways my biggest fear about the store, which was the potential for C2 assets to quickly devalue themselves as a result of competition. With a price cap developers will have to compete on quality and features rather than price.

    That said, I think $5 is a bit low for an opening price cap, $10 is a nice round number and can easily be reduced to $5 for sale purposes, especially when you consider that a plugin holds a greater reuse value than a piece of game art or even a sound file. With a 1-10 range you have enough wiggle room for some honorable price competition.

    I'd (maybe) like to see a similar practice implemented for game templates, for certain games like Angry Birds, that are mechanically simple; it'll quickly devolve into who can sell it for the cheapest - it's not very laissez faire though; it's more logical just to wait and see if it even happens.

    An interesting possible dilemma is when a previously plugin-exclusive feature becomes part of vanilla C2, or if a developer produces a plugin that is very close to a planned C2 feature that hasn't been rolled out yet.

  • You can adjust a sprites hue with webGL (This wont work on black though)

    If the effect you want to achieve is exactly as described I would simply use two square sprites and adjust the width values of the red one.

  • Virtual controls are big point of debate in mobile games - I fall into the camp that finds them terrible.

    The most popular mobile games (Angry Birds, Temple Run, Flappy Bird, 2048) have intuitive, simple controls; it might be worth thinking about an alternate control method.

    For example, the endless runner genre gained popularity among developers as it reduced a platformer game to a simple 1-2 button idea whilst retaining the skillset required.

    This video might be interesting:

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  • The only form of physical feedback offered by mobile devices is vibrate. I doubt it would feel appropriate.

  • It really depends on the detail you want - are you expecting the animations to feature unique characters? Then you'll need to accommodate fees for modelling, rigging and animating.

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    ^ That's fudging the issue a bit, Steam do offer refunds when the product is misrepresented or doesn't work as advertised. There are more complex reasons that relate to the difference in rights for buyers between a product and a service, but the bottom line is that they do offer refunds.

    Scirra have to comply with law, and business is business - product disputes are just unforeseen costs; if you make good products, then you wont have to worry about refunds.

  • it is an aggravating little game. love it. I knocked up a version last night just to see if I could. I haven't made the procedural drawing code yet but the rest works sweet as.

    I ended up going for a bullet that left a trail and randomly popped angles every 1-4 seconds, worked pretty well.

    I'll agree it's a frustrating gem, great idea though.

  • Adding an inverted overlapping condition to your click events will work.

  • This is a popular request and referred to across the forums as modularity.

    There are plans for C2 to have this.