ChrisAlgoo's Recent Forum Activity

  • I'm getting a 400 error on that link, could you reupload please?

  • You should also change lives = 0 to lives <= 0. It's more robust that way - in case the lives variable ever goes negative for any reason, you'll be covered.

  • This is an interesting discussion.

  • One more thing - you should have your death condition be health <= 0. This way, if health goes below 0 (say you add an extra dangerous wall that deals 3 damage), the game will still reset.

  • Arima, if I may ask, why are you building your large game in C2?

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  • Hi,

    I've built a prototype (in C2, no less!), got an artist, getting my pre-production stuff out of the way. I'm going to build a game with multiple levels, lots of mechanics and player tools, dialogue, all of that fun stuff. C2 is really easy to use, and I have experience in it, and I have a license; all of these things incline me towards using it. Plus, every new builds brings with it exciting and awesome new features.

    However, there's no debugger, some things are harder to do than if you had access to the code (bulk-updating lots of events to point to a different object, for example), and I'm sure you've run into issues in your own games. It's possible that these are no longer issues with upcoming builds, or that these have already been fixed, of course!

    It has ups and downs, everything does, but I'm wondering if it's powerful enough for a large game that I'd actually be able to sell. It's a really new piece of technology, which is another thing that gives me pause. We're all C2 fans and devs here, so the temptation to evangelize this engine is probably pretty high, but I'd really appreciate an honest opinion. I would hate to go full steam ahead with C2 and find that this was the wrong choice. (Plus, I'm already a licensed member!)

    In short, are you or would you make a large-scale game in this engine? Why or why not?

    Thanks for your replies!

    -Chris

  • Yes, thanks.

  • It currently isn't possible to have something like

    Car

    Truck (which is a Car)

    Armored Truck (which is a Truck (which is a Car))

    etc...

    Which would be really useful. If, say, Cars can transport people and Trucks can transport people and heavy equipment in your game, you'd have to write two families, even though both Cars and Trucks have acceleration, mass, max speed and other things in common.

  • How do you tell C2 which two objects to look at, and then which objects to do the processing on? Could you put together a capx, if you wouldn't mind? I've been puzzling with this issue for a while.

  • This is for situations where both objects are Object 1. For example, if you've played Osmos, it has two Planet objects with a size variable. On collision, the smaller Planet is destroyed and the larger planet gains size equal to the smaller planet's size. How can something like that be done in C2?

  • Hi,

    I thought I posted this earlier, but I must have not, because I can't find it when I search. In any case, how can I have two objects of the same type, and do a variable check on collision and then do something to one of them based on the results of the var check?

    Thanks in advance

    -Chris

  • I've been digging around, and it seems like it'd have something to do with picking instances, and I'm getting close, but not quite there! It seems like Pick allows you to act on the object picked on the right side, but not read its variables on the left, unless I'm wrong.

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ChrisAlgoo

Member since 15 Aug, 2012

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