regisRquoi's Recent Forum Activity

  • Thanks a lot ! I mostly just expriment by piling up lots of html effects and this makes it kinda not-usable in games sometimes, because it takes ressources and it doesn't always look the same on all computer, depending on the effects used.

    But it's perfect for weird gifs and broken games.

    twitter.com/regisRquoi/status/1047142190558957570

    This one is pretty simple for example. I just have a transparent object with a swirl effect & Mask (tint mask); then i drag&drop a tiny similar object behind it and move it around.

    All this with a pixellate effect.

    I tried to make an experimentation-game in a few hours during global gamejam using this principle, I might make one out of all these gifs.

    [TW: probably non-friendly for epileptic people] regisrquoi.itch.io/a-nightmare-for-epileptics

    I find it really relaxing to just use all the effects construct2 and construct3 have to offer and see how they behave with each others!

  • Hey, so I started this thing where I post one gif a day of a weird thing I made thanks to construct's effects.

    twitter.com/regisRquoi/status/1046878125454442497

    Thought you guys might be interrested. Feel free to join me in this silly "october" adventure.

    Feedbacks and questions welcomed.

  • Hey !

    I'm making a game where I apply a force to a ship to make it move.

    My problem is that the player can place the boosters anywhere they want. (if they place it on right it'll spin).

    How do I apply the force differently when the booster is placed elsewhere ?

    I've been thinking of having several imagepoints and pick the nearest, but the "pick the nearest" function picks an object, not an image point for that object.

    I've been thinking of creating imagepoints during game, but I don't think I can ?

    I wish "apply force at angle" would allow me to just say what position I want the force to apply, it just ask me in which imagepoint while they don't exist yet.

    thanks.

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  • Hey ! I made a controller with my headset's mic during global game jam; the thing is not great, but I'd like to know if it works on other mic.

    https://regisrquoi.itch.io/pioupiou-the-game

    To start the game, you have to select a mic, then blow on your mic. It's supposed to get the thing right for your mic so you might not get an instant feedback, you might have to blow for 15sec max to get started; if it doesnt work after that, then it won't work and you can tell me "it doesnt work"

    for the game in itself, as I said it's not crazy, you can move by blowing on your mic and shoot by making any sound

    like this https://twitter.com/regisRquoi/status/8 ... 3797338112

    But I didn't test it on a lot of mic so I'd be happy to know if it works for you !

    Sorry if It's confused x3 Thannkks

  • Hey ! Just seen an article about the game (in french, here https://www.indiemag.fr/news/blitz-brea ... ate-sortie ) and thought : "Hey ! I know that game ! It was on the construct forum !"

    So... Congrats, I guess ! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Anyone ? :/

  • Hey guys !

    I'm in a game jam right now, and I made 2 construct projects, and at the end I'd like them to be both in the same .capx

    is there a simple way to do that?

  • Oh yea, forgot that one !

    Thanks a lot korbaach

  • Hey guys !

    For a little game I'm making, I'd like to do somehting like, the first time you do an action, song "1.wav" is playing, the 2nd time, "2.wav" is playing, etc.

    So I did something like "play audio by name" and just put a variable as a name, but it doesn't seem to work.

    Is it possible to do what I want to do with construct ?

    Thanks in advance

  • Hey !

    Things that wasn't intuitive for me (I played on computer) :

    I thought I could click anywhere I wanted and not just on the icon.

    I didn't notice the "touch to start" button. (And, same thing, I thought I could click anywhere)

    (And if you're interrested, I did 13 on my first try.)

  • Hey, this is pretty clever. Really intuitive and fun ! I like simple mechanics like this one !

    Random feedbacks:

    _At first, I thought that clicking was freezing the racquet, but just for 0.5 seconds. It took me a while to realize that the racquet was unfreezing because of the ball touching it.

    I ain't sure how to fix this really. Actually you already added the "snowflake visual feedback", which is cool. Anyway, after a few tries, I understood. Doesn't really affect the experience, 'cause you can retry super quickly.

    _ Sometimes, I clicked just after the ball touched the racket. It was very frustrating because it wasn't moving, and it felt like it should.

    --> "I did'nt click for you to stay in place forever like this, stupid game !!"

    The problem here is that the player doesn't have a lot of controls and lot of ways to affect the game. He can't fix something he fucked up. If you do one mistake in this game (clicking without wanting it), you're gonna be a spectator of your death. There's no suspens. Once you made a mistake, you're just passively waiting for the game to kill you. Not really fun.

    sooo, maybe a solution to this would be to add another way to affect the game (Although I love the fact that it's a one button game.), or maybe to make the player able to "unfreeze" the racket if he made a mistake. But it would change the whole gameplay mechanic so I'm not sure.

    _Is there any kind of difficulty curve in it? Felt wrong for me on this point. I think the ball is just acting the same way no matter how long you played, am I wrong?

    Also the game is really difficult. I think it would be better to start with something a little bit easier (if you can make this easier), and then have something like the ball speed is increasing or something.

    Oh, and I scored 22 on my best try, if that's helpful for you

    Anyway, the idea/the mechanic works fine. Improvements can be made, maybe, but it's really a nice game already !

  • hi!

    Reporting what I saw:

    the fuel/missile thing is not intuitive. I mean, having to stay on them and not moving before fuel is 20 is both boring and not intuitive. You should fix that.

    (+The fact that the fuel is still reducing when you're collecting it is frustrating, because we see that it should be collecting the fuel could be collected quicker, but avkch couldn't manage to code that :p )

    I think it's good that's going in a wall is instant-killing the player, but if it's a wall that is on the right or on the left, it's very frustrating. Maybe it shouldnt hurt, or not that much.

    Also, the fact that the ship is going slower when you have been shot is cool, but maybe exessive, when I got shot, I just kill myself because I feel it will be quicker than doing the level like this. It wouldn't be a problem if we could regain health I think, or if it was less visible that we're going slower.

    I guess that's all, there's some nice lvl design in it I think but I didnt note anything in particular.

    Have a nice day

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regisRquoi

Member since 5 Mar, 2014

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