Elliott's Recent Forum Activity

  • Fundamentally you're going to want to learn about arrays:

    Manual entry: https://www.scirra.com/manual/108/array

    Tutorial: https://www.scirra.com/tutorials/307/ar ... -beginners

    The following examples refer to terrain generation:

    viewtopic.php?t=64814&start=0

    viewtopic.php?t=77415&start=0#377357

  • Wait a minute - Kongregate's eCPM is $0.39?!

    Either the majority of your traffic is Chinese or they have a incredibly low fill rate...

  • For an indie dev I think you're approaching this from the wrong direction - you don't want to create a colossal list of objects, it's not practical.

    A far more realistic approach would be to conceive your puzzles beforehand, and then think of multiple solutions that a player would logically think of; for example a level where you have to rescue a cat from a tree would logically have players thinking of objects like ladders, nets, pillows, parachutes etc. These are the items you focus on, from here you branch out into synonyms.

    Adjectives are incredibly ambitious, the only moderately successful cases I can see are colours and sizes, as webGL can be used to manipulate hue values and C2 can assign custom height/width values.

    So in short, don't think of words. Think of levels that will manipulate your player into choosing certain words, and use that as your wordbase before expanding.

    It would be wise to include an event that stipulates that if the user enters a word the game does not recognise, the game sends it to a mySQL database that you would periodically access, read, and then patch the game with the new words.

    Finally, the "easiest" (as in laziest, but oddly hardest) way would be to simply pick up an Oxford, Collins or Merriam-Webster dictionary and get to work. I cannot fathom how long it would take.

  • Insomniac (the company behind Ratchet and Clank) are using C2 to make a casual game (admittedly they are also using Unity)

    http://www.twitch.tv/insomniacgames/b/551176407

  • Okay, I think I get your idea.

    First off, I'd stop using the greater than/less than conditionals, they can quickly confuse you. Personally I'd use the clamp expression.

    https://www.scirra.com/manual/126/system-expressions

    So you have your weapon numbers 1-6, 1 is your lower and 6 is your upper, this means any number lower than 1 (-1,-2,-3 etc.) is going to register as 1, and any number higher than 6 (7,45, 197) is going to register as 6.

    The set your mousewheel events, on up +1 to the Current Weapon, on down -1, simple enough.

    To limit the selection to guns with ammo is a little trickier, I'd throw an event in there that checks your current ammo every time the Current Weapon value changes, if the value of ammo is 0, +1 to Current Weapon - add an or statement that does the same, but with the conditional of Current Weapon =6, in which -5.

    This is off the top of my head, hope it helps.

    EDIT//

    Just realised this wont really work going down, ideally you'd want to listen for the mousewheel action (up or down) and then base your maths (plus or minus) on that, I'll have a bit of a think, maybe the wait function would help? <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> This may take a brighter mind than mine!

  • If you attach a .capx we can see what you've done

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • An MMO isn't something that can be distilled into a template, they're incredibly complicated.

    Given the relatively short time that the multiplayer plugin has been around, the far greater complexity to its nature when compared to the rest of C2 and the inherent difficulties in making any form of MMO in any language or environment, I'd estimate we wont be seeing anything close to an MMO for a long time - if ever.

    However, based on personal experience I'd put money on lennaert being the most knowledgeable in the area.

  • Th explanation Danuyos gave will work fine, alternatively you can use a combination of image points and precise collisions sprites to achieve this without variables.

  • Can I have the use case to make sense of the problem in my head?

    Very exciting! When modularity gets rolled out this will be absolutely amazing.

    For those worrying about how this will affect the nature of the C2 community, a quick look to a fundamental free market should assuage any concerns - competition is a great incentive!

  • Great idea codah!

    At first glance I thought your Avatar was Prince of Persia, but a closer look makes me think it's Wizardry! (I thought the wizards hat was a turban..)

    I'll be very impressed if anyone gets mine...

Elliott's avatar

Elliott

Early Adopter

Member since 27 May, 2012

None one is following Elliott yet!

Connect with Elliott

Blogs