Tobye's Recent Forum Activity

  • Another solution is to have a function call on a common event sheet. The function can either turn off sounds itself, or turn off groups in the active event sheet. Whatever you want really!

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  • zatyka - I would normally say it's alright, but I have just been looking at your example capxs and it's not okay - JOIN THE TEAM! :P

    But yeah, I hope you share your entry afterwards, I'd be very keen to see your work :) This will be my first time in a team of this size, so I expect unexpected results. Best of luck to you!

  • jayderyu - if only life had a pause button 'ey :( But yeah if you want to try a little weekend project in the future just let me know!

  • DrewMelton - Great, looking forward to it :)

  • E Bear - Cool bananas :) I'll PM you SVN password etc. now too. Just follow the link I gave to lennaert in an above post to get tortoise and let me know if you have any trouble!

  • Arima - Oh, sorry to hear that! Watching your videos of Loot Pursuit when it first came about have always an inspiration in the back of my noggin.

    And thanks for telling me about the , I didn't know that.

  • Ashley - in regards to the tutorials, I think the plain 'examples' section is right-on. For one, full tutorials are a bit daunting to make. I made a very simple one on experience systems and it still took hours. So my thought is something more like Kyatric's 'how do I' FAQ. A large, clean list of certain things you might want to do under labels specific to plugin and/or mechanic. Then, to make it very obvious. A well known go-to.

    Then just have the capx there, you can add descriptions and instructions into comments inside the projects. A lot of the threads pertaining to certain mechanics end in obscurity after reading through a whole lot of text. I reckon this would just make things so much cleaner, and more people would be willing to make examples and also just go around checking out cool mechanics without having to stick their nose in a book.

    Also for things like the SVN, functions, screen resolutions and similar repeat questions that seem to get asked by everyone (or questions that don't get asked enough!), they should have a pride-of-place in this section that is very succinct. That is then linked to more detailed tutorials. This just makes every user aware of the fundamentals, helps unclog the 'how do I...?' forum a little and - what I think is rather important - helps develop some standards. By increasing the standards of beginners, the sooner they can become skilled and start contributing and the cycle marches on.

    And while I'm talking, any chance of having the ability to have several different colours for comments? So I can make red ones to comment bugs, green ones to highlight completion etc.?

    That's my thoughts anyway! :)

  • lennaert - Yeah sure, it's all about getting together and learning :)

    Here is the full tutorial, but all you need to do is go here and download the latest version.

    After it's installed, make a new folder somewhere. Right click it, and you will see "SVN checkout". And I will PM you the password etc. now, and that's it :) Let me know how you get on!

  • lennaert - Yep! You enter as a group and the theme is released just before the competition starts. Then you all get together on skype or whatever and try to design a game around the theme. Decide your roles and goals and get into it!

    It's obviously very intensive as you only have 3 days to complete your entry, so if you are interested we should at least try to set up our workflow ahead of time. If you (or anyone else) wants I can walk you through the SVN client setup that will take a minute and we can make sure it's all functioning and set some ground rules.

    The team owns the game (it will not belong to Ludum Dare or anything) and you can keep working on it afterwards if you wish, but mainly I just want to do it for fun and experience (I have enough projects ongoing at the moment).

    So an example: theme is night-time, GO!

    Spend 3-4 hours outlining design

    Allocate roles

    Get to work

    Don't sleep

    Keep working

    Don't sleep

    Drink caffeine

    Finish entry

    Sleep for a week.

    Or at least that's how it was last time. Last time we made something with a great core, but too bug ridden and not put together nicely. So it's important to control your scope and make sure you have good workflow if you want to get it shiny.

  • After talking about it in another thread, I am actually really eager to get some Scirra users together for the upcoming Ludumdare! So I'm just going to tag a bunch of guys and see if they're interested:

    Yann

    LittleStain

    jayderyu

    DrewMelton

    DatapawWolf

    lennaert

    DrewMelton

    blackhornet

    keepee

    Arima

    This is not to say I only want to work with these guys, I don't know them at all really, just they are the notable names that keep popping up. I'm happy to work with anyone who has moderate or better knowledge of C2 or art/sound skills.

    LD is a low-time investment chance to get some collaborative experience and would be a great way to end the year, with a bunch of C2 users putting on a show. I'm useless with art, but work with an artist who may be willing to join too. I am however very good with events and particularly RPG elements (experience, text, combat, etc.).

    I also have an SVN set up, so you don't need to worry about that. If you're interested reply here or send me a message!

  • lennaert - Yeah I see your points and they are valid, but considering small team size of Scirra they are better off making additional programs more accepted when they are easy to use (heh, funny how we talk about how lots of people on Scirra don't collaborate much when it's actually kinda the same as the Scirra team themselves ^^). And client is just download > new folder > create checkout.

    And I am also really liking the group system, just for 'not having to remember' reasons.

    DatapawWolf - Yeah dissect away! To answer:

    I think the whole idea of C2 is to not have to be 'serious enough', and infact it is on the verge of revolutionising the way games are built. This is a lofty thing to say, and is a whole other thread to go into, and who knows what Scirra think, but it's clear at the very least their market is people who want to make things happen without being time invested. I for one very much want multiplayer and have no idea how to go about it even though I'm very comfortable with C2.

    And yeah Unity is more complex then a multiplayer, but not by so much. I have jumped on unity and done some tutorials and got stuff working, but I can't say the same for C2 multiplayer. What I should say is if you are willing to get into multiplayer, you are more than likely willing to keep going and learn unity (especially after reading so many threads about experienced C2 users doing exactly that). And unity does have (or will soon have) 2D.

    And lastly huge so will attract and maintain more community (albeit of lower to mid-range users) than modules. I don't think modules are really going to attract new users, as you don't even know why they're good until you start using C2. Also if they develop modules then release multiplayer, there is a greater risk of huge, time consuming breaks occurring (well I would speculate that at least).

    And still no-one for LD? C'mooooon! ;D

  • tulamide - It's nothing new to anyone ;) It would be fantastic. But I said my piece and really have nothing new to add.

    Except! The new Ludumdare is coming up, anyone want to try making something? DrewMelton - I could do with some sound and art, 3 days to trial some teamwork ;) lennaert - can try out an SVN! C'mon community, let's be a community :P

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Tobye

Member since 27 Jul, 2012

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