punkineo's Recent Forum Activity

  • Made another breakout clone with families and messing around with creating a paddle from a family and moving it around.

    https://www.construct.net/en/free-online-games/critter-splitter-60039/play

  • Made a simple breakout clone for proof of concept. It uses numbered blocks that change based on health/hit. It's pretty basic but I kept thinking about it over the last couple days and wanted to see if I could get it to work.

    https://www.construct.net/en/free-online-games/countdown-breaker-60001/play

  • Hey, thanks for your response. I ended up putting a sprite outside of the bounds at the start and then deleting it right when the game starts. That dummy sprite let me set various options which might have helped. Here's my updated event sheet:

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  • I have a function that creates a ball and everything seems to be okay except the created ball just goes side-to-side. I tried to set the angular motion / angle to 225 degrees but it doesn't seem to affect it. I'm sure I'm missing something obvious.

    Here's my event sheet:

    Here's a screenshot of the super simple prototype:

    Here's the project link:

    https://drive.google.com/file/d/1AiaMY0wXaz5JkpB4jYhtgYt2UILWvSJO/view?usp=sharing

    Tagged:

  • I also tried Godot here and there, didn't like it either. Construct just hit's a spot other engines don't hit ¯\_(ツ)_/¯

    That's me as well. I've looked at GDevelop, Construct 3, Godot, Unity, Unreal, GML, and Defold. These are the game engines I've downloaded, installed, and tested out. I thought GDevelop would get me to potentially switch over but the way they do functions is completely unintuitive (to me) compared with C3. Godot has a lot of great things going for it but the node-based system with the different signals and back and forth with the editor and what not just makes it clunky still for me. I have a background in C# mostly (and some python) but not enough to make that kind of a switch.

    Defold was great and I watched an entire series on YT from a guy who looks and talks a lot like Bill Murray (David something or other). But still, it's mostly coding. I like coding but Lua is too much (?) like python and I got away from python several years ago.

    The quick prototyping abilities with C3 are what keeps me coming back to consider subscribing. I didn't even realize it but apparently I used to be quite active on the C2 forums 10 years ago. Unity and Unreal were just too bulky for me; I even tried to figure out Blueprints but it just seemed unintuitive (similar to GML's visual scripting language for me).

    I also looked at Buildbox but there were too many reports of them being scammy so that turned me away. Phaser, Cocos2D, Stride (C#), etc. etc. There are so many out there that offer this or that though most are a form of coding. I realize even C3 has javascript coding which doesn't scare me off too much though I still prefer the rapid prototyping with event sheets and asking questions online.

  • Here's a dumb question: how do I use these spritesheets from Kenney? I'm trying to load them as Tilemaps in C2, but I don't know what to put as the X/Y size (70x70?), X/Y offset or X/Y spacing. This is a fantastic set but I'd just like to be able to use it as a tilemap if possible.

    Has anyone figured this out and can point me in the right direction?

  • This looks pretty good. I'll download it and see if the kids like it!

  • This is a great question and unfortunately I do not have the answer either. But I'm jumping in in case someone else can set us straight.

  • This is a great tutorial, very easy to follow.

  • I used the first promo code you have listed above [FTWPAPFRPYPR]. I tried to leave a review on itunes but it wouldn't let me since I hadn't purchased the game, just redeemed it.

    Anyway, I liked how simple & straightforward the game is. It ran really smooth on my iPad without any hiccups at all. I think this game definitely has potential if you could tweak one or two things. One major thing is that, after 4 attempts, I only made it as far as level 7 (out of 50). Since there is no continue from last completed stage option, that means that users need to be on their game each and every time they attempt to make it to level 50. What would really help is a much more forgiving set of lives or bonus lives to gain during the first 10-20 levels or so. Then they can play it leisurely without worrying about getting the precise lineup necessary to take out the blocks.

    Another thing which is probably not that easy to implement would be a line-of-sight type of graphic so you can visually see where you're lining up your shot to go around the board. I have no idea how to make that work, but I think it would be helpful, though probably really difficult to add in.

    Otherwise, I really liked the mechanics of it and would play again if it was a bit easier to progress through the earlier levels. Congrats on completing the game, though.

  • I looked at your capx It looks like your UI layout will never come up because of this event:

    System / On start of layout / System / Go to Game

    So, as soon as someone clicks on Text3 [New Game] from the MainMenu, it loads layout Game instead. But I also see the events for E_Game where you set the layer UI_Result to Visible. Of course it doesn't work, but I think it's due to the layer for UI_Result not residing on the current layout for E_Game. Not sure if this helps any, but just my observations.

  • Right, I don't think your app will be heavier if you use a Function to generate the HUD/GUI per Start of each layout. It will only load the data once for all game layouts as it needs to. So, if you have 5 layouts with 5 calls to the same function for generating your HUD/GUI, it's similar to having one layout since the system only sees the one layout each time it draws it to the screen. I'm sure others with a better understanding of the memory-usage could explain this better than me. Suffice to say, you should be completely fine using functions for creating your HUDs for each separate layout.

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punkineo

Member since 21 Feb, 2014

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