DuckfaceNinja's Recent Forum Activity

  • DuckfaceNinja I think publishers try out the games before looking into how they are made.

    Actually we have the problem of "C2 loading bar" at the beginning of the game, most of these guys never bother to change it.

    I'm trying to trace back the thread, see whether I can find it again, I'll share it once I found it.

  • The publishers I work with never have a problem with quality

    I think I should change my wording from "quality" to "no effort" then, because I'm referring to gameplay/playability. Cosmetic wise is also a factor, but gameplay gives bigger impact imo.

    I'm sure I read somewhere in FGL forum ... or probably TIG? cant remember, but oh well, I mean games like "click button to change avatar" with no purpose what so ever, the publisher were so fed up to be flooded with "no effort" kind of game. He told that the numbers of game like that are in hundreds (probably exaggerating to vent out his frustration)

  • Maybe a lot of C2 user (hobbyist or quickmoney people) submitted LQ games to them and gives them an impression of C2 games are worthless? That's dangerous, given that C2 is the easiest tool to make games, it's logical to think that a lot of LQ games are shoved into the publishers face.

  • My fundamental understanding on how it works is at stake now, codah can you assist on dissecting the capx provided and give some insight what is truly going on? The ORblock is really bothering me now.

    [attachment=2:22yxctty][/attachment:22yxctty]

    [attachment=1:22yxctty][/attachment:22yxctty]

    [attachment=0:22yxctty][/attachment:22yxctty]

    Lol, my brain is totally in garbage state now, I'll rest for a while to get back my sanity and cuteness.

  • If the blue circle is outside layout, 1 blue circle is picked and 0 red circles are picked, so there are no red circles to destroy. Isn't that correct?

    I'm confused now, I thought it should be 1 blue circle picked and all red circle picked (regardless outside or onscreen)? Seems, that's the way it works if the block is a singular condition because condition picking only consider blue circle? Red circle is pick all since no condition pre-pick it, and by default all were selected?

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  • However, I think that the bug must be fixed anyway.

    Yep, its a must. I've been dwelling for weeks wondering what's wrong. It's quite easy to miss if events actions/conditions have already expanded substantially.

  • How to do that? For example: on first layout player died 5 times, so I need to to have that 5 on start of next layout. What do I need to write in ES?

    Global variable: Death=0

    Condition: player died

    Action: add 1 to Death

    This is a very basic question, I suggest go through tutorial as their explanation is much better and complete.

  • Now for other use cases, I could imagine some people wanting to personalize the letterbox scale mode either by having other colors instead of black bars, or even some special images/background/animation/ads

    +1. I have plans on using special image for this case so I support this request.

  • I'm using global one, but where I need to put events so that system will work?

    Global variable should be accessible by any eventsheet(ES), your option is either to have a global ES and include it in all level ES or just update you global variable in each level ES. I recommend using global ES so that you won't have to repeat your event for each level.

  • Can you think of perhaps a more efficient method for generating this, if any?

    You got the right idea on doing that, but in term of efficiency, it's quite abstract, can't really tell which is better which is not, it's all depends on how comfortable it is for you to use it.

  • Try global variable?

    Are you using local variable for the score?

  • For example, if I have 5 light fighters on the screen, they would all be enemy_sml_f but each could be identified as Beta 5, Gamma 16, Iota 2 and such, and be added into the text field? As you can see in my code what I have works but each instance is an identical copy without random names.

    You can have a text object with pin behavior, in Line3, create text object and assign enemy_sml_f's IID or UID int text object instance variable (so that you can use it in other event, such as updating log on which enemy is destroyed), pin it to enemy_sml_f, and set text accordingly. I don't think picking is necessary in line3 as created object would be automatically picked, if I'm not mistaken.

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DuckfaceNinja

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