Mancini's Recent Forum Activity

  • Should be seamless.

    Million times this.

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  • I got two words: Flappy Bird.

    That should be enough. Let me elaborate though.

    For such a simple and dare I say fugly game it has raked in tons of cash-money. There are other similar games that have also got massive amounts of downloads from Google Play...

    Being that we operate in a market driven economy (mostly) it logically follows that the market decides what kind of games succeed - monetarily = get loads of that good cash-money.

    That being said - a game being good is completely subjective. Simple games can be good, complex games can be bad. It doesn't matter much. What matters is...

    good games don't always make tons of cash-money

    bad games don't always make tons of cash-money

    sometimes good games make tons of money

    sometimes bad games make tons of money

    For what I'm looking for is getting to make awesome games but I realize that I may have to make a few mediocre ones first to get the process down pat. And also I'm looking for a source of income to get me there. Money is what gives artists like everyone here the freedom to create what they want. (imagine how much more one can accomplish if one doesn't have to slave away ones precious hours to an employer [making that employer tons of money])

    And it brings me great joy to create something.

  • Oh man... I was so close!

    I found the answer - it was Viewport.Left(Layer)+Viewport.Right(Layer)/2 !!!!!

    Here's the full juice:

    https://www.scirra.com/tutorials/73/sup ... zes/page-2

  • Can you use the pin behavior and spawn those slave objects on interval (until set amount) on an image point that is set outside the master instance? No idea on how to achieve the rotation... Sine maybe? Combined with bullet?

  • Thanks jayderyu for your response - it was very informative. It was then pretty much as I figured it would be.

    And I do agree that C2 is just fabulous and has taught me tons in the sense of how to do stuff - mainly the logics and how to time/launch events and change behaviour on cue (and all the goodness with variables). It really is fantastic. And no coding, yay!

    I'm also interested in Unity and what it has to offer (mainly in 2D) and in that sense I would like to use what I've learned in C2 into Unity - so maybe I have to check out that Playmaker and plyGame (and 2D toolkit).

  • Rhindon .. Quick answer: I think most (if not all) of my variables are below 20 characters/numers/special characters long.

    Long answer:

    I usually keep them short and sweet.. but I won't make them garbled or too short... Because I want to find those variables and know with a glance what they are used for

    Not totally sure of how C2 internals function but at least I know this: renaming objects in canvas view updates them in events too. So I would say with some confidence that the same goes for renaming variables. Why is this relevant? Weeeeeeeell - you can use as long variable names (and object names) as you wish during development but when you are ready to publish I would suggest to saving your project under another name for safekeeping and then rename all those long variable names and object names to something shorter (or making them incoherent for fear of pirates).

    For example I do use some systematic things for my objects and their related (global) variables (I use 'score' for both object and variable names) and all my enemies start with 'enemy_' and spawning is done with spawn boxes that are beginning with(surprise surprise) 'spawner_'.

  • Thanks Ashley for taking the time!

    If you don't mind cursorily checking also the plugin 'plyGame' - just found out about it, that seemed to have some similarity (maybe) to C2 way of doing events. It had those block kind of things that looked pretty much like.... well, events in Construct 2. Not as pretty or clear but very similar.

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  • Thanks BluePhaze, that was the first thing I checked when troubleshooting. Origin (X) is smack in the middle of the sprite. I systematically set it always on every sprite to middle (x) and bottom (Y) so that my positioning stays the same for every object in the game - unless it's a special case that's what I do.

    I even checked if it's browser dependent and it acts the same way both in IE and Chrome.

    This baffles me. I guess I'll have to take a break for a few days and then go troubleshoot with fresh eyes.

  • I'm mayhaps late to the party but I feel the same way about the whole game dev portion, I rather do fine by myself but I like that the C2 community is very helpful so if I hit my head to a wall there might be someone to show me the door next to the wall... so to speak.

    But yeah, Unity is very complex tool in comparison to C2 - I started dabbling with Unity late last year and just practicisng with it.. Then I found C2 and have been doing a few months now with C2... only to discover that the monetization is not there yet. So now I'm most likely heading back to Unity to see if I can get things done there. But the experience I got from C2 really gave me some cool ideas and ways of thinking that I would of not gotten if I had stayed with Unity earlier. C2 really does teach how to think about 'coding'/'scripting' in a way that is beneficial and transferable to elsewhere, at least I think so.

    Not sure though if C2 is the top choice for an open world -game - I'm doubting it has the juice for it. Unless you make everything super tiny so that you can fit loads on a layout... like really small stuff... 15px x 15px sprites running around I might be wrong of course.

  • Hi all,

    If any of you do or have done any development in Unity and have experiences in their extensions/assets/plugins called Playmaker, uScript, Antares Universe, would you be so kind as to compare which of those is most similar to Construct 2 in the sense that it is highly visual in way of developing games?

    I've read a bit on those and so far I've gathered that the Playmaker is very similar to Construct 2 and coincidentally also the procong is very close to same. And Unity itself being free it would stand to be investigated - as a non-coder I'm highly interested in game dev tools that are not dependent on 1000+ years of mad coding archmagey-demigodly skillz to use.

    So speak up (please) if you have experience in any of the aforementioned extensions/assets/plugins:

    • Playmaker
    • uScript
    • Antares Universe
  • It's really too bad that they are only so few... The market is really hot right now for this kind of software and there are still fundamental lacks in the software. Not saying that C2 is anything but great - just that there are _right now_ so many things that could be fixed.. if only there was enough manpower to do it.

    I would suggest for yout Tom/Ashley to read the book called E-myth Revisited to gain some understanding in where you could improve:

    http://www.amazon.co.uk/E-myth-Revisite ... rds=e-myth

    Keep up the good work, it is very much appreciated... even those times when we gripe about features we'd like to see are missing etc etc. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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Mancini

Member since 4 Feb, 2014

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