NetOne's Recent Forum Activity

  • Ahh,,,,

    never mind, we are used to it

    .....Ill keep dreaming of the day

    Maybe i'll hit up Google and the curators of CSS with a letter on behalf of the forgotten 10%....

    cheers....

  • Ashley & C3 Devs

    Guys, looks like you are embracing touch screen / touch / stylus input for this C3 going forwards.

    I currently work with Surface pro.

    40% of the time I use it undocked as a tablet with stylus and touch input control. (it is especially suited to drawing with its excellent stylus input)

    However C2, and 99% of software out there, doesn't lend themselves well to touch/ stylus input,

    with hard to grab handles and various contextual, button, menu, and dialog box issues.

    clearly you will have had to address these issues C3

    but I am wondering if you have considered us Devil's children who use our left hands?

    the biggest issue is scrollbars always being on the right hand side of windows and menus.

    For a left hander, it means that our hand/finger/stylus is always covering up the scrolling area that we need to see.

    it is particularly an issue with small popup menus with scroll bars on the right

    but is a general issue where there are buttons or other selections have to be made where the information for the selection is to the left.

    I have noticed in recent years left hand options creeping into some touch applications.

    I would be very appreciative if Scirra could do the same, somewhere along the line, if you haven't done so already, for C3.

    Cheers.

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  • A full scale sequencer with sound creation, yes would be out of question, but I think a competent programmer might be able to implement a simple 4 / 8 track mod tracker / player c2/c3 plugin with some oldschool chip tune samples. That would certainly be in the spirit of retro 2d.

    I cant believe some of you guys are spending $100+ per month on games?

    Its not the necessary the money that surprises me..

    its just that there is no way you can be playing all those games through or to their full intended potential.

    personally I might buy 2 major console or pc games a year,

    plus a couple of small Indi titles and a couple of mobile games.

    even then I don't have the time to play them all to their fullest

    also I will usually buy the DLC for games that have truly grabbed me which is very rare.

    I will never ever do micro-transactions that are pay to win/play/level-up/get that better weapon/ability etc

    I think these monetising methods are the scourge of humanity. If you put them in your game you are not a true game lover and if you encourage them by buying then you are an idiot. (rant over)

    In the special case of Overwatch (who have promised all future characters and maps DLC for free for ever) I am happy to spend the odd few quid on loot boxes, 1) to support the further development of a game that I love and 2) because boxes only contain cosmetic items that have no advantage in game besides looking awesome.

    all this might amount to $200 a year max.

  • Games that I …

    1) have spent far too much time on

    2) have been inspired by, not just in terms of games but life in general.

    3) believe have successfully implemented the core applicable game design principals for their genre.

    In no particular Order (and what Im playing it on , played it on)

    Overwatch (PC & PS4)

    I cant believe this is not on any previous list. It released with a lot of issues but straight away you could see the potential. This title really has raised the bar in terms of online MP gameplay design and developer approach of on-going incremental product development and community engagement). Totally reignited this jaded gamer's passion for games. If you haven't played it you are missing out on the phenomenon of a generation. If you are not into online MP just give it a chance the ranking/matchmaking system should ease you in with players of similar skill (mostly).

    Deus Ex 1 (PC)

    Masterclass 1 in game design, subsequent iterations never quite figured out why it was so great and the latest one was just abysmal)

    Ocarina of Time (N64)

    Masterclass 2 in game design. There are still no words that truly describe the impact this game had on me, and clearly many others. It was the first, and still one of only a very few, games that transcended the "game" itself, immersing you in a world and adventure so captivating that you never wanted to leave. In this dual analogue world revisiting OOT emphasises the clunky single analogue controls. But even with all our modern game engines and electronics there still hasn't been a game that has bettered this in terms of game ideas. Using the musical tunes as keys and triggers, and the time travel puzzle mechanic must have taken so much up front engine design planning and effort that (besides its, equally as good but slightly rushed, sister game, majoras mask) it has never been implemented again since, even by Nintendo itself in subsequent Zelda iterations.

    Shenmue (Dreamcast) (Clunky but so involving)

    Sonic 1 (megadrive/genesis) (Never been bettered even by subsequent iterations)

    Mario Galaxy (Wii) (played them all but this one really grabbed me hard)

    Assassin’s Creed 2 (xbox360) (Perfect example of lessons learnt from 1 implemented in 2 then forgotten in 3+)

    Quake 3 Arena / Team Arena (PC - the true Father of all online MP FPS shooters IMO fast and brutal with beautiful maps and a once thriving mod scene)

    Resident Evil 4 (Gamecube) (OMG, that atmosphere!)

    Minecraft (PC/XBOX360) (whatever you want it to be)

    + Im sorry I just cant leave the following out so....

    ..Honorary Mentions –

    F-Zero X (GameCube) (played this until my eyes bled)

    Driveclub (PS4) (with a wheel this is one of the best racers ever IMO and Ive played them all. Cant believe the dev team got shut down by short-sighted Sony)

    Streetfighter 2 (it may be nostalgia but the later faux 2D 3D iterations never had the same appeal)

    Last of Us (PS3) (captivating)

    COD Black Ops 3 (Multiplayer Only) (PS4) (current pinnacle for online FPS shooters IMO no bettered by IW)

  • Yes and No

    Yes, it is good to have drop downs with names of the functions you already have.

    No, no too much restrictions on calling the function.

    I want to be able to call function before I have them in my project.

    It helps to plan and allows to import functions I wrote in other projects, or to use entire event sheets...

    Ok yes I understand there should not be this restriction.

    But that does not stop functions being available in a list somewhere

    Eg

    any functions that are imported or created within the tool are available in a drop down list like variables

    however this should not restrict calling functions that do not yet exist in your code.

  • Nice..... U got a purchase....keep up the awesome work...

  • totally amazeballs......

    im trying to play it on a tablet at the moment so not getting far. ill have a proper go tomorrow with keyboard.

    But holy cow that got to be one of the best things i ever seen made with c2. !!

    Did u make an editor for the waves? i ask because i am trying to make a galaga type game and have just started an editor but its getting too complex a task for my small brain....

  • I see what you are saying it is the one from last instance deleted that sets the default value instead of the very last instance deleted

    although I would much prefer that the original set value remained and only changes if you change the main object IV not inheriting any values from those in layout

    I cant really see how this would be in issue though.....interested to know why it is a blocker for kururugi66

    maybe it would be better to spawn instances at runtime from spawn objects or by system at co-ordinates. And then set the instance variables in game in a different way eg from an array.

  • Running the capx they are the both same for me. But in the pic you posted above they are different.

  • It would be nice to have function names have the same features as Variables with in Construct 2 (or C 3 suppose now)

    For example

    functions that you have created are available in the drop downs / pop ops to be called..... just like variables can be

    also, that you could change the name of a function (possibly available in a list somewhere) and anywhere it is called that name would change, so you don't break your game by changing function name.....again just like variables.

    cheers...

  • Dude. I just looked at a real world of goo video and the curser looks nothing like this!!!

    The tail is kept short and consistent and there are no trailing balls, hmmm there is something else going on there.....this is not over yet.....

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NetOne

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