teacherpeter's Recent Forum Activity

  • https://www.scirra.com/tutorials/202/to ... put-method

    If you are new to touch controls such as the swipe, check out the tutorial there. It sounds like you have a pretty tough question for me to answer, though, but I think I understand what you're saying.

    First of all, when your finger makes contact with the object being swiped, in that moment an invisible (visible when prototyping) line needs to be placed with its origin directly under your finger. The location of the line will remain there until you lift up your finger. As you move your finger down the line, the location of your finger on that line when you take your hands from the screen/finish swiping can represent which slot on the array to choose.

    Admittedly there are other factors in play here: the speed of the swipe, for one, but I am not sure at the moment of the best way to handle that.

  • Try asking in the Javascript SDK part of the forums maybe? I wish I could help, it's definitely an interesting idea! Let us know if it works out!

  • for great justice.

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  • Yeah man. I bet you learned a ton from making it and if you tried to make it again it'd take a fraction of the time. That's the best part about making a game, even if it's not perfect.

    My first game (which you can play on the Scirra Arcade) took me like 3 hours to finish, but then I accidentally saved over one of my event pages and had to start over. It only took me an hour the second time. That was really cool.

    Anyway, best of luck to you. Let me know when you fix it up a bit!

  • Naji I just had the same thing happen. Doing free work with an artist is great until they decide it's not worth their time. Which is fine, too. They have a skill and deserve to be paid for it and all.

  • Oh believe me, I'm right there with you both. See my first comment to the guy.

  • he saw a

  • For a first game it certainly looks fine! Think about what makes games fun, though. You'll need different types of falling objects... some good, some bad. You'll need some way to make gameplay addicting. Right now of course there's really nothing to see or work towards other than a high score, and sadly high scores aren't worthy goals on their own these days.

    I suggest adding:

    1. Falling enemies

    2. Falling debuffs (slowing you down, for example, or creating an unpredictable teleport or inverted controls)

    3. More types of food falling from the sky, of course

    4. some buffs (speed boosts)

    5. A way to lose (and that should be your top priority

    I'm not sure why but the music isn't playing although the chomp sound is.

  • Oh by the way, I just played your game myself. I also think you've done a great job with it. Here's my advice:

    Getting a little bit better art in the game (either by you improving your art yourself or bringing someone else into help) would go a long way to making your game better. No offense intended. My art is much much crappier than yours. Yours is downright impressive next to what I can do. I also think you need some kind of particle splash to happen when you destroy a peg and when you knock the veggie into the bin. Look into that, it's super easy to do with C2.

    I recommend watching these gentlemen give their awesome speech on the importance of making "juicy" games.

    Subscribe to Construct videos now

    After you finish that, start playing around with some of the effects that Construct 2 has. Also look into some license-free music.

    As far as gameplay, I think you might have something. It's very reminiscent of peggle but with your own little twist, which I can appreciate.

  • Hello! I tried it out!

    It's pretty cool. Level design is fine. Collisions with platform objects (the pipes in particular) were a bit wonky here and there. I ran into some bugs while pressing "jump" when there was a message being displayed. Wall-jumping felt weird and I never felt like I made contact with the wall (collision sprites too big I guess). At the end of the level where it said something like "30 score = boss" or whatever... yeah it crashed there. And I couldn't figure out what to do there anyway.

    After 100 hours of programming, I'd say spend another hour or two polishing controls, collisions, bugs, etc. Definitely a nice effort and it has some real potential.

  • I have 4 topics and the rest is responses to other people.

    the 4 topics: 3 were for bug reports and 1 was to say I managed to get my game to play on smart tv.

    Almost 500 posts I have made to help people.

    That being said, there is nothing, I feel, that is wrong with asking members of the community for some tips or even help with coding as long as you understand that you are not entitled to their help but are privileged to receive it. Be gracious, specific, and ask as little as possible at once. Certainly don't expect any favors (like posting a .capx or making a video tutorial) from people who owe you nothing. I've asked questions in the past, maybe too often at times, but I always try to be thankful and courteous and I don't get butthurt when people are unwilling/unable to answer a request expediently.

  • C2 is the best. I just want to sound off and say that I think C2 has the most potential of any game engine due to its accessibility and power. In Stencyl, you can't use particles or effects. In GameMaker, to use WebGL effects you really need to spend dozens of hours getting your skill level up first. In C2, the very first game I made (http://www.newgrounds.com/portal/view/632635) used visual WebGL effects and randomly generated physics objects. Yep.

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teacherpeter

Member since 15 Jan, 2014

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