AM_Games's Recent Forum Activity

  • Something i'm currently working on, halfway between Alien Breed on the Amiga, Splatterhouse and Hotline Miami.

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  • Hi mate,

    Got as far as the cave bit (after note #5).

    Spent 5 mins jumping around and repeatedly falling off platforms and gave up. Difficulty level of those jumps is a little much for me!

    As for the animations etc, all works really nicely and runs smooth.

    Jumping is a little un-intuitive at first but got used to it after a while. Theres a slight delay between pressing jump and actually jumping, probably due to your events that control the "hold to jump" action.

    Had a second go using the "rewind time" thing. Couldn't really figure that out either. Pressed Y, pressed U. Didn't get it.

    Looks really nice and has a lot of potential, but basically couldn't figure out what I was supposed to be doing or how to use the core mechanic!

    Filled out the google form for you as well :)

    Matt

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  • I haven't cooked a build for Ouya in a while but this guide was very helpful last time I did:

    https://videlais.com/2014/04/11/getting ... -the-ouya/

    Unfortunately, the UI for Cocoon has somewhat changed but the options should still be the same.

    Performance was fine when using small sprites, it lagged a lot when using larger ones or lots of sprites with transparency.

    The ouya doesn't handle lots of checks every tick very well either, but works perfectly fine when you do checks on a 0.1 second timer (eg, movement or lots of bullets).

  • Aye they do, unfortunatly it doesn't seem to work very well with C2 project.

    Much like you, I ran into the same issues of buttons not working using Cordova.

    Real shame about the Ouya though, looked like such a promising platform and the controllers are lovely (apart from exploding into batteries and plastic if you knock them off the chair lol!)

  • I'm currently teaching a BTEC Level 3 Games Dev unit at a college (16-19 year old learners).

    Currently been delivering it in VB.net / Visual Studio because this is what we have (learners have to create a space invaders style game).

    Going to be moving to C2 for next year for exactly this reason; going in cold with learners who don't know programming and 16 weeks to teach them "to make games" is very challenging if they don't have a programming background.

    In all honestly i've spent most of my time when delivering this unit fixing basic programming syntax problems rather than getting my guys to produce good results and working content. C2 offers a straightforward path into games dev that can be really easily built on in future if the students choose to, or provides them with a solid grounding in how game engines work and how to produce good quality content. It's worked extremely well with the group i've trailed it with and they've managed to produce in 2 weeks what the other groups has achieved in 10 weeks.

    For reference: my actual background is in UDK/Unreal 3/Unreascript with only using C2 for mobile games in the past but as a jumping off point for games dev it's pretty much second to none. Also Scratch is delivered as part of the curriculum in schools now, so the learners are already familiar with the visual scripting style and can pick up actual programming more easily later on.

    Anyway, as someone who is actually teaching games at the moment I thought my perspective might be helpful here.

  • How I do selections and locking (in this case for spaceships) is below:

    So "ShipSelected" is a global Variable as is "ShipsUnlocked"

    The green icons are for showing what ship is selected

    When ShipsUnlocked is greater than or equal to 1, then this ship can be selected, setting the ShipSelected variable to 1 so that this can later be passed into the main game layout and used to pick the sprite/name/whatever.

    When ShipsUnlocked is less than 1, a sprite is displayed over the ship (in this case a padlock icon) meaning it cannot be selected.

    This is pretty far from the cleanest or tidyest way to do this, but it is very easy to follow.

  • Always used CocoonJS for publishing to Ouya, works perfectly.

    https://cocoon.io/home

    It used to be a lot easier to use though, they've recently changed the UI and it's a right mess!

  • Lordshiva1948

    Brilliant, thank you!

    Found them on your Dropbox named "OuterGlow.XML" and "OuterGlow.FX".

  • chrisbrobs Been using this in a project but unfortunately file no longer available.

    Anyone have a mirror?

  • +1 for this.

    Also maybe an option to lock Pasting (Ctrl +V) into locked layers, or hidden ones.

    I probably waste half an hour a day looking for lost sprites this way.

  • With Greenlight on the way out, being able to publish to Xbox Live would be a huge boost. Having done OUYA games before the joystick/touch movement is very easy to integrate so would be lovely to work with joypad based experiences again!

  • Been using construct 2 for 4 years now and didn't know there was a "NewLine" function for text!

    Thanks LaDestitute

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AM_Games

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