mepis's Recent Forum Activity

  • Try changing the scaling method in the project properties. You might have to adjust for best fit.

  • I would really look into writing a design and technical document. This will help setup a roadmap and give you expectations of how long it will take to complete.

  • I'd have to say use the line of site behaviour. Adjust the line of site for a specific distance. Set an action so when the enemy has line of site to the player, start the animation.

  • I'd have to say diversify. Use as many places as possible and aim for as many platforms as feasible. Of course, I say this without knowing your long term goals. I tend to follow the philosophy of not sticking all of your eggs in one basket. You can always pivot later as you have more data to make better decisions.

  • Instead of aiming for a resolution, aim for an aspect ratio. There are a bunch of tutorials in that section of the site for that.

    https://www.google.com/url?q=https://ww ... UcAAlINPbA

    The iphone 5 has a 16:10 aspect ration where most Android devices have closer to a 16x9 aspect ration. Android screen rezes can go from 480x840 all the way to 1080P and no UHD with the G2. The iphone 5/5s has a 1136x640 screen res and the iPhone 4/4s. The iPhone 6 screen res hasn't been announced yet, but assumably it'll be two times the iPhone 5 display. Apple likes to keep things consistent.

    It's easy to see why shooting for an aspect ratio makes more sense then a specific resolution now. Personally, the little I develop I tend to stick to 720P resolutions. I've found it to be a good medium for my purposes for the moment and it's a well supported aspect ratio.

  • The manual might be ok as an app.

    That's an interesting idea. I can see a better use case for that. Isn't the manual already downloadable as a PDF though too?

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  • I would leave it at that. You can always iterate on the game and add it later. That 2-player ping pong mode sounds kind of interesting. I'd like to see that in action.

  • Just to offer my opinion,

    I seems a little weird to me that a developer's related application and documentation site would require or need a mobile app or mobile optimized site. I say this because we live in the desktop. Construct 2, and all other developer related apps (IDKs), live in the desktop. For most of us, the design, marketing, organizing, programming, etc..., is all done in the desktop. It would seem weird to have a piece broken away and forked to focus on a different type of platform, or venue really.

    It would be like having a farm truck used for hauling heavy stuff around and saying that it would be really helpful to make it more aerodynamic.

    Of course, everyone works differently. This is just my personal view point on the subject. And, of course, I agree that Ashley's time could be better spent on other things.

  • Katala I get where you are coming from. I believe in during complicated solutions a person has to employ a sort of creativity to solving an issue.

    Let's say, for example, we both have to move a gallon of water from a stream to 20 feet away up hill to our kitchen sink. We have no tools available besides a few pieces of 2x4 boards, a bucket, 10 feet worth of gutter, a roll of electrical tape, and a tea cup. You have to move the water as quickly as possible. How would you do it?

    I'm sure both of us might come up with different solutions. It's no different in the way we create our solutions for our games. Extremely simple problems will often have the same solutions, such as depleting health from an enemy. Creating a path finding solution or randomly generating a level will vary massively.

    With that said, the process you describe isn't abnormal. I think we all go through a process where we create a solution, review, tweak it, and fix it. It's part of the creative and problem solving process. Frankly, I've found it's often the quickest and best way to solve problems.

  • To be honest, I don't know what kind of boss stage you could put in the game. I think its akin to something like Angry Birds. Levels became increasingly more difficult. A boss implies a physical force or some kind antagonist standing in the way of the of the player achieving their goal. A brick breaker game has a single purpose - to destroy the bricks. You could increase the health of the bricks. A boss might boil down to a brick that has to be hit many times, but I could see this mechanic becoming annoying. You could create something that fights back or deflects the ball or grabs it and throws it, but that would start veering outside of the brick breaker idea and start integrating other ideas. Of course, that is fine if that's your vision. I only wanted to point out various points behind the different schools of thought.

    To me, and I want to stress this is only my opinion, all brick breaker games boils down to achieving the best possible score. So with that said, instead of a boss, what kind of mechanics could you create that would allow players to achieve varying scores each play through the stage and create an ability to top their own highest score each play through.

  • Katala I think answering your question might derail the conversation and send it in a different direction, but I felt the need to add my two cents.

    I think in your example it's a matter of scope. For instance, if I was playing an more fantasy, story driven game I would prefer ax 1 (the black one). It is not realistic and is very flashy. That is kind of the point though. If I were playing such a game, I want to be immersed in the fantasy as much as possible, which would include special weapons and armor that only I could use.

    Likewise, if I were playing a game that was a little more dystopian, than I would prefer ax 2. The whole concept of dystopian is a plausible alternate, usually futuristic, universe. I would not want to run into a fight for my life with something that looks like a piece of art meant to be hung on my wall.

    Tieing this back to the original conversation, both have their place. As stated, "The most creative solutions are often logical extrapolations...", both axes would be derived from a logical need that makes sense during the creative design process. Of course, the argument for logic I am making is different than what the conversation intended, at the end of the day, logic is logic and practiced in the same fashion but geared towards the problem.

  • A grid menu might give the game some unity but it would be hard to fit the words for the menu inside each square. What's the theme for your brick breaker game?

    Thanks for that link! I love reading about other cultures and your signature got me curious.

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mepis

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