RangerJim's Recent Forum Activity

  • Ashley

    I had a long conversation last night with a friend of mine who has worked as a Designer in the game industry for a long time (Games like: RIFT, Stargate Worlds, World of Warcraft). We were discussing the changes that the Game industry is going through and how that is affecting the big game companies and the little ones alike.

    Basically the shape of games is polarizing to REALLY BIG BLOCKBUSTERS and small casual games, without a whole lot of good games in the middle.

    Some of the things that he said that really rang true for me are very pertinent to this thread:

    1) Flash is DEAD. It is going away. Even Adobe has an exit strategy. The big game houses are writing their own now and migrating away form Flash. It will take a few years, but there will be few attendees at the funeral of Flash from the Game industry.

    2) Game companies are moving towards smaller games that have continued revenues instead of the big purchase up front. Games like Farmville (Facebook) and Pandemic (Android and iOS). The important thing about these games is that they have in-game purchases. You can play along and get in game points to spend, but for 99 cents we can give you that plant, genetic upgrade, new race car, etc... RIGHT NOW! This is where we are seeing little games that start out as FREE end up making 6 million a month due to add on purchases. This too, is the niche I am entering with my game making.

    3) The game consumer is getting very smart. They want to be entertained and challenged and have it all presented in a pretty package (great art, music, effects). Fortunately, they are willing to pay - a little bit anyway - for games that meet their expectations. What they are being smart about is when a company disappoints them too many times they will no longer buy from that game company. WOW! Consumers have a memory?!?!? Some of the inscrutable "frustrating" game makers have even gone to the extent of changing their company names every year or so, just so they can slap on some new graphics over the same LAME game and sell to a whole new batch of unsuspecting rubes.

    All-in-all I am very happy with your choices for Construct 2. I think you are focusing on the right things and getting a lot done. I only wish you had more help with the coding.

    -Jim

  • There are two things I find that I would like to have in the turret behavior:

    1) A way to get the UID for the currently targeted object. The reason for this is that I have a Turret that fires a bullet that causes an effect that lasts for a while and I would like turrets of that type to not target an enemy that has the effect on it already. (E.G. - A slow effect for the enemy)

    2) Along with First and and Nearest for Target mode it would be nice to have a way of prioritizing what target is selected: Strongest, Last, Fastest, etc... If I had suggestion number 1 (above) I could code suggestion number 2.

    Side question: Will there be some manual entries for the Turret and Pathfinding behaviors soon?

  • I believe "Choose" is what you are looking for:

    choose(a, b [, c...])

    Choose one of the given parameters at random. E.g. choose(1, 3, 9, 20) randomly picks one of the four numbers and returns that. This also works with strings, e.g. choose("Hello", "Hi") returns either Hello or Hi. Any number of parameters can be used as long as there are at least two

    https://www.scirra.com/manual/126/system-expressions

  • offsetx = X Location to Start Copy to in the BigArrray

    offsety = Y Location to Start Copy to in the BigArrray

    For "x" 0 to 9:

    For "y" 0 to 9:

        BigArray((offsetx + x), (offsety + y)) = SmallArray(x,y)

  • Looking forward to this...

  • Another way is to create an invisible sprite that is your area that you want to trigger the event.

    For instance on the door of the building.

    Then, when the Player overlaps the the sprite you would trigger the event.

  • Sorry, your question is a bit unclear.

    Can you add to that?

  • Well it's been several months but I ran into this issue again using phonegap and I finally figured it out. If you have Use Mouse Inputs enabled on your touch object, you get the touch event firing twice.

    So... Are you saying that by disabling the Use Mouse Inputs then the touch works as designed?

    Just want to clarify - Nexus is one of the devices I am buying this month for testing.

  • Should have been:

    Camera.X = lerp(Camera.X, Ball.X, 0.5)

    Camera.Y = lerp(Camera.Y, Ball.Y, 0.5)

  • This is only a partial answer since I cannot access my Construct 2 while at work:

    I am thinking it would be something using lerp, to at least smooth out the bouncing camera.

    Step 1:

    Create a separate CAMERA sprite which would be invisible

    Step 2:

    Give the CAMERA sprite the Scroll-To behavior (make sure nothing else has it)

    Step 3:

    Set an Every Tick event that sets the CAMERA Sprite position to the Ball position using lerp

    Something like:

    Camera.X = lerp(Camera.X, Ball.X, 0.5)

    Camera.Y = lerp(Camera.Y, Ball.X, 0.5)

    I am, by far, no expert on lerp - maybe someone else could tune this up better than I. But I think this method would still keep the camera on the ball while making it smoother. It will not have a jerky bouncy motion, but a smoother bouncy motion.

    Here is a good explanation of lerp:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=8735

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  • Try this:

    If

    System -> Sprite.Physics.VelocityX = 0

    and

    System -> Sprite.Physics.VelocityY = 0

    Then

    End Of Game

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RangerJim

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