revvin's Recent Forum Activity

  • I know this will be painfully simple lol.

    Of anybody could just have a quick look and tell me what I've done wrong I'd be grateful. I've copied the events like for like from a demo file where the grid_moveto works fine.

    I keep hitting these little roadblocks and spending hours trying to figure out simple logic issues

  • revvin

    I had a much longer tutorial during beta but my own bunch of testers (mostly gaming geeks, my fault for not diversifying lol) said it was too much hand holding and NOT necessary, they prefer to dive into it quickly and figure out for themselves.

    I'm an old gamer, and totally agree that long hand holding tutorials can be very dull and unnecessary. You don't need a tutorial, just a few slight tweaks to the UI to make it more intuitive for first time users. I never read manuals. Only in the old Amiga days where you had to find a code for copy protection, but instructions are not really needed anymore. A good intuitive interface makes things easy for people to hit the ground running.

  • > Wow that's pretty cool, well done

    > Just a quick note, it would be very useful to allow skipping dialog once you've read it. I read the dialog quickly then had to wait for each sentence to change. Not everyone reads at the same speed.

    > I was a massive fan of Wing Commander/Privateer so was looking forward to a first person perspective lol. Still good though

    >

    Thanks. Did you try any of the missions yet?

    As for the top-down, it's just easier to do and fitting for mobiles with the touch controls. I really can't play mobile games with twin digital pad/stick on screen. Seems to be quite a common thing too.

    I had thought about the dialog skip, but most of the dialog occur at the start, once the brief intro/tutorial is done the rest of the game is low dialog except for a few story missions.

    Also just added it on Greenlight, not expecting to actually be greenlit but may as well try:

    I flew around a bit and bought/sold some merchandise. I found the star map a little confusing at first. I naturally wanted to click on a system to go there - but nothing responded. So I flew around in circles for a little while not knowing how to get to the next system - until I stumbled into a black hole - which took me to the wrong one... realising what this was I quickly went back through and hunted out the correct black hole. It just wasn't very clear.

    Another little quirk, you show miniature versions of landmarks so you know which direction to go - but it just looks like a miniature version of something flying around until you reach the destination. If you could perhaps add a little arrow next to the miniature pointing in the direction of the landmark, it'll make it much clear that it's actually a waypoint.

    I also reached one of the biodomes - and the miniature marker sat over the top of it - instead of disappearing... so a little bug.

    I hope you accept this as constructive feedback, because I was actually very impressed with your game.

    Keep up the good work!

  • Wow that's pretty cool, well done

    Just a quick note, it would be very useful to allow skipping dialog once you've read it. I read the dialog quickly then had to wait for each sentence to change. Not everyone reads at the same speed.

    I was a massive fan of Wing Commander/Privateer so was looking forward to a first person perspective lol. Still good though

  • My chess pieces are not moving using the Grid_MoveTo action, but if I substitute the MoveTo action - it works fine.

    I think I need to get the Grid_MoveTo action to work though so that everything else I need to do later on works.

    I've attached a capx of the current file... any pointers as to why the chess pieces arent moving would be greatly appreciated

    Thanks guys

  • codah no worries, and no need to apologise. I'm the cheapskate here lol.

    monitz87 im pretty sure I'll be buying this one, so you could be right on the wasting time thing. I'm using rexs' instgroup to store the path, and slg_movement to pick the path.

    Ooooohhhh I've just figured out a way to do it! I place an invisible grid over the top and use that for pathfinding and highlighting etc. Frame 0 will just be transparent, frame 1 the highlight... That fixes everything for me the board can just be a background image.

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  • I like the sound of this, thanks very much

  • codah Unfortunately i'm currently using the free version which doesn't support "families".

    I wanted to make a prototype, ensure it did everything I wanted, before investing in the full version and publishing my game.

    It's a great suggestion though, and it looks like its exactly what I need.

    I guess i need to either invest in the full version and hope it'll do everything I need, or find an alternative.

  • Hi

    I am using a variety of plugins and keep hitting the same problem. I need to pick from multiple object types, but am forced to choose one for an action.

    As an example, I have built a chess board using two different object types. I've used "tileBlack" and "tileWhite" objects. Initially I only had a single object type (tile) with different frames for the colouring, BUT i had problems with this that splitting it resolved.

    Using the SLG_Movement plugin, I want to pick the path between the chosen piece and the clicked tile.. but I can only select one object type - ie Black tile or White tile. As a path will include both types of tiles, it'll make pathfinding impossible.

    I have attached my capx file that builds the grid, places all the pieces, allows you to choose a piece, and it highlights moveable areas... BUT the areas are really inconsistent and movement just doesn't work properly.

    I was hoping somebody could take a quick look and spot my obvious mistakes

  • Sombrero looks pretty darn awesome Quite a showcase for Construct 2.

  • I don't think the design is "that" bad tbh. I've seen much worse.... and i've seen some very successful titles with similar style of artwork. A few tweaks here and there, but overall quite nice looking.

  • I like this well done.

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revvin

Member since 15 Jun, 2014

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