GeometriX's Recent Forum Activity

  • Sorry, I usually comment my examples but I was in a bit of a rush.

    So, there are a few ways to do this. The most simple way is with a single event, something like Touch -> Is touching object | Dial -> Rotate 5 degrees toward (Touch.X, Touch.Y).

    But that limits the player to having to keep their mouse/finger on the dial the whole time. I prefer to allow them to initiate the touch while on the dial, but then they can move their mouse/finger anywhere on-screen and the dial will follow the mouse/touch.

    To achieve this, I used a dummy object that is created when the user touches the dial, and is destroyed when they release the touch. But the dummy object will always follow the player's finger, no matter where it goes on-screen, and the dial will always point towards the dummy object, not the finger, which means the player can move their finger wherever they want and the dial will adjust accordingly.

  • <img src="https://dl.dropboxusercontent.com/u/14522925/Images/LOL.gif" border="0" />

  • I'm not sure whether or not the savegame system can be accessed by WebStorage. I know that it uses the system, but I don't think it does so in the same way as the WS object. I don't think you can access the keys, for example.

    Checking whether a save game exists is a matter of running the Load game action, which will either load the save game if it's found, or report back that it can't be found. In the latter case, you'd use the On load failed action to tell the player that the game can't be loaded.

    Clearing savegames seems to be a feature that's missing, frankly. I can only suggest that, to create the impression of deleting a savegame, you clear all global variables and WS data, then save over the current savegame at the game's main menu. Either that, or perpetually create new savegame names, and only ever make the last one accessible - although that'd get pretty messy over time.

    Personally, I don't use the savegame system, at least not for my current project. I much prefer to use WebStorage where I can focus on saving exactly the data that I want.

  • Easiest way would be to use three layers, with two images for the waves: one in the foreground and one in the background. Place the fish on a layer between the two waves.

  • Here's a fairly simple way to do it, although there are many other ways. Note, I'm using the touch object here, but you could replace it with the mouse object if necessary.

    Example capx.

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  • I'd suggest something like: If the player is overlapping the water, set platformer gravity to zero unless the item is held (check a variable). The bobbing motion can be achieved with the Sine behaviour.

  • Bit late to the party but I'll chime in here anyway: totally agree with the OP and pretty-much everything that's been said, especially about a few particularly rude or entitled newcomers. I'm a relatively new user myself - been here a year and have very little game development experience before C2 - but between the forums, manual and tutorial, and of course a lot of experimentation, I got to a point where I'd consider myself a pretty competent user.

    But then, and this is a weird thing that I didn't expect to happen, I found that helping others was perhaps the greatest learning tool I used. People would ask for a way to solve problem x, and I'd think "gosh, that's a good question, I wonder how that would be done," and then I'd go off and figure it out - often using bits and pieces of information scattered around the place - and return with a capx and an explanation.

    And the few time I've been completely stumped, there's been someone with a far greater knowledge of traditional programming and/or math to swoop in and offer me advice.

    Honestly, this community is the most helpful I've ever been a part of, and that includes another forum that I actually run :P

    Scirra forum is the perfect embodiment of that which helps those who help themselves.

  • This is getting very messy. You've got to find a proper way to do the voting (and judging). Don't rush it, just get it right. LD runs through five rounds of voting, which I think is a smart way to do things.

    Also, those nouns all conjure up pretty similar images in my head. Smash, war and blood especially, and then gold and earth. Bit seems far too arbitrary.

  • Personally, I'd love the option for adjustable beziers in the poly editing tool, but I can only imagine the toll it'd take on performance.

  • Jam will be started every month

    You have full : week

    Themes you suggest : I'd suggest getting a list of nouns (perhaps randomly generated) and allowing people to vote from there.

  • A weekly competition is going to be a pain to manage and judge, even if you make it a matter of public voting. I'd strongly suggest doing it every second week at the most.

    In terms of themes, I've found the ones that work well are vague enough to be bent into shape, yet simple enough to be inspiring for many people (like "repetition", "invasion", "containers", or "town"). Either that, or implement interesting mechanical constraints (like "two buttons only" or "no solid objects") and let people decide the themes for themselves.

    PS: Idea generators like Gigster are a great place to start.

  • I'm there like a bear.

    Personally, I'd prefer something focussed more on prototypes and mini-games, since I don't really have time to build full games on the side right now. I'm thinking one or two weeks at the most, and maybe every month or every second month (judging these things takes ages).

    Tulamide's compo looks cool, but I didn't notice it because I rarely browse Open Topic. It's a great start, though.

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GeometriX

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