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    Thing is, its still early days with this whole web tool / service thing and Scirra arent a massive company with unlimited resources. They probably have some sort of road map which will include business development as well as tool development and stuff like this will be included. But as early adopters, which we really are, we are sort of along for the ride which includes the bumpy bits at the start. I have a relaxed attitude to it all as I am just a hobbyist with no rush to complete or release anything. If I were semi-pro /pro though I may feel differently I dont know. I do know however from reading Tom's / Ashley's and other Scirra members posts, the huge number of regular updates and my overall experience with C2 and now C3 that they strive for quality and will deliver it.

    JLH1964

    I think you have a good point ,

    with C3 Scirra selling game development as a sub service now, including the build service,

    and considering many here (myself included) will be weekend only developers.

    I dont think it is unreasonable to expect some sort of weekend monitoring and emergency cover / support for the tool, especially the build server. (assuming not in place presently)

  • dop2000

    Oh.. Damn, so I totally missed this!

    (And Ive just seen it is right there in the manual , really should read that from time to time)

    Cheers.

    This would make life a lot easier..... it means I could kill of a ton of events that are probably eating a lot of CPU.

    But it looks like it is not dependable unless the OR block is taken out of the equation

    Still I have something to look into tonight.... Thanks....

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  • From a technical standpoint, using pixel art takes way less space and may load easier and faster. ......

    in many cases it will be opposite.

    For the same character - a rig, mesh and texture and maps for a 3D character can take up quite minimal space compared

    • to the same same animated 2D version, especially if using a say 100 reasonably high res frames.

    but back to subject

    if you want dynamic and exciting animation then pixel art and skilled animators still rule.

    3D models mostly always look stale and rigid, it is so much harder to make them come to life than 2D animation, and the people with the skills needed to achieve this are still few and tools involved are just maturing in this respect.

    However one notable exception is Blizzards Overwatch. It has really turned the tables in this respect.

    They have really pushed the boat out in terms of applying 2D animation processes (such as stretching/squashing/tweening/easing/exaggeration/anticipation etc) into the 3D realm, in game, and the results are astounding.

  • set position > to other object ?

  • use trigger once or put it in a trigger.

    also if it is a long sample you might want to stop the sound before playing it again to stop overlapping and phase effects.

  • dop2000

    Just saw this and found interesting because I have similar events in my game

    but I have never assumed that only the associated container sprites are picked (so I filter with a uid check as well, or similar)

    Is it normally expected that associated container sprites are automatically selected?

  • Artpunk

    very cool man,

    I want to do the same but im having enough trouble doing a basic menu that I never want to see menu events again.

    just make sure that If I select Japanese by accident I can find my way back to English.

    ...dont want to end up like Tom Cruise at the start of Edge of Tomorrow.

    edit

    gawd dam, i need to come to this thread more often. This is like the awesome projects section of the forum....gives me a warm tingly feeling looking through them all.

  • sweet man

    that must be real tricky to pull off.

    there was some slight graphic artifacts at some points (like flashes of lines through the boxes)

    while I was messing I was thinking... what about an auto jump if you are at a certain speed that would be cool.

  • On function “create ball”: .........

    Using your example and slightly changing it

    you have a ball sprite with 3 animation frames of different colors of the ball (say 0, 1, 2 = red, blue, green)

    and your function event is

    On function" create ball"

    • Create Sprite Ball
    • set size to function parameter 0
    • set animation frame to function parameter 1

    then the calls in your game events could be

    call "create ball" (10, 2)

    will give you a small green ball

    call "create ball " (100, 0)

    will give you a medium size red ball

    for "" 0 to 1

    • call "create ball" (1000, 1)

    will give you two giant blue balls

    So you spent the last year of your life reading every post on this forum, double checking all the replies from the devs (ensuring you understand context) to enable you to make this well informed third post criticizing the developers?

    Very very Impressive.

    Still, IMO your time would have been better spent making an actual game, but I do admire your commitment.

  • Basically they are saying that your game is not crap enough for their sites

    because it doesn't look like dayglow clickbait shovelware.

    take it as a sign of quality.

    (edit)

    actually after briefly reviewing these sites they have certainly changed a lot from a few years ago.

    There are a lot of big budget high quality freemium titles being pushed on there now most of them designed around micro-transactions. A lot of them even have 3D CGI intros.

    That is going to be a really tough market for indi developers.

    The day-glow icon and click bait byline still apply though. Giving people a reason to load / install your game is the biggest battle as always.

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NetOne

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