Aphrodite's Forum Posts

  • hcporto : I suggest you to read this post that explain that : Right here (first post of the page 2)

  • To encourage player to continue, I think the best options are:

    -Make it so the death isn't unfair

         the player has to know beforehand that something can be dangerous, I know it seems stupid that I say this, but players don't know what to expect in some cases, if a new sort of trap appears, make it so the player see it working once, so he can learn from that and thus, will forgive you if he died because of that.

    -control often, and not only by yourselves, the difficulty curve of your game

        a game doesn't have to be easy or difficult, but it has to start quite easy, then increasing in difficulty without having a huge "OMFG What is this Impossibru thing I fought 2 goombas the level before and now there are 10 hammer brothers coming for me O_O"' "

    -Checkpoints

         make it so the player can do a mistake without being punished too much (An unfair exemple: In ninja gaiden, If the player lose a life in the level 6-3, he come back at the begginning of 6-3, when reaching 6-4, the first phase of the last boss, the health isn't refill, and if he lose one life, he don't go back to 6-4, or 6-3 no, but 6-1, that is quite an exemple of unforgiving checkpoint madness combined with no health refill when needed)

    -If possible, have a difficulty setting that works, so if people find it too hard, you can make it less horrible to some extend, and harder for people that seek challenge.

    -Don't do "Game over" if your game is long, losing your last life to the final boss stage because of one stupid mistake is the worst thing that can happen

    -Maybe letting some clues to the players on what they did wrong, or how to do it right when they lose a certain amount of times.

    But mostly the player should lose because of himself, If I lose because of bad controls, I'll be mad and will end up turning off the game, if it is because of a random glitch, I'll be mad but whatever, If because of unfairness, I'll be real mad, and will really have a hate relationship with the said game, but If It because of myself, well, gotta get better, and Finally I'll be able to finish a game I love

  • R0J0hound : I think that is perfect (don't know why I didn't though of this kind of programs before >.<), Thanks a lot.

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  • When you use "Run file", the application will be launch the same way as if you doubled click on it.

    "Run file

    Run the file at an existing file path. This is analogous to double-clicking the file in the OS file explorer. For executable programs, it will attempt to run the program; for other file types, it will open the default associated program, such as the system default image editor if an image file is given"

    I can misunderstood though, does your file do anything while being double-clicked in the explorer? (Maybe it is possible to add command lines in the path)

  • SgtConti

    Unless I misunderstood something, you mean printing the XML File? Because I find that the XML File itself is not very convenient for learning purpose (It is kinda confusing compared to the event blocks themselves)

  • I don't have time for that project, but I like it, I played the old "Pok�mon Trading card game" GB game (and real cards too) as well as some Yu-gi-ho's one, and I think it is a good idea, I don't know how to do multiplayer with C2 (I think for this kind of games, it could be done), but Mostly I encourage you to put down the rules on paper, how each turn should work, what ends a turn, what are conditions of winning, what define if you can attack or not, etc..

    Because rules for these games can vary a lot from one game to another, and it can be tricky to not have them all perfectly clear first.

  • corlenbelspar :

    could we have more details about this?

    (Resolution of the sprites, number of frames, speed of the animations, are all these sprite the same or are they different sprites?, does they have effects or behaviors to them?)

    I think 250 sprites on screen are quite a lot, but to some extend, I can imagine contexts where this can be needed for decoration.

    If all animations are not needed, you can try to do a compatibility mode to ensure best performances can be obtained at the cost of less animated stuffs(It is a suggestion though).

  • Dropbox offers 2GB for free, and you can also export project to dropbox to test them

  • miya you can normally rename Newproject.capx.backup1 to Newproject.capx , then try to open it, maybe It'll work

    the .uistate is not needed for the project to work, so don't worry about this file

  • miya : C2 normally backup and auto-saves files, try to search for a .backup or a .autosave somewhere

  • JJList : I don't have time to see the work you've done, but I really like the idea of pixel by pixel destructible terrain, I think it opens really a lot of possibilities, Worms armageddon for instance uses this kind of logic I think (except that you could import a picture in Worms armageddon to define the level also, but I don't think it'll be possible to do without serious work in C2, it was also limited in size and color), maybe some algorythms to generate from a mathematical graphic equation? I am thinking too much sometimes.

    Anyway, good concept you got there

  • yankee1950

    I don't know why the problem occurs (I don't have time to check right now your capx), but I know that the button object is a different type of object (it is not inside the canvas itself, but in top of it), I know cocoonJS does not support it at all, but maybe other browsers have also problems with it

    I suggest you use a sprite instead of a button in the future

  • I see the problem, when the layout starts, the events inside the group "The Level Picker" are true, so the layout just restart over and over if LvlSelected is equal to 1 or 0, you should use the Go To layout when the blockcout became equal to 0

  • I am not sure I understood well, so correct me if I am wrong.

    you draw the level in photoshop, then paste the picture in C2, and add some elements like ennemies coins etc.., right?

    I suggest you read This scirra blog post, so you won't have performances problems in the future.

    On a side note, for sprites objects, you can set the collision polygon, so the solid object collision won't be a bounding box or something.

  • My problem is very simple:

    How do I create a random number between two value one time.

    (Not repeat again n again... only once generate random number!)

    So if I wrote that:

    System - Set value: Set Glo_temp_vari to floor(random(3,13))

    It will to generate a number between 3 and 13, but after it will to repeat again and again to infinitium. I want that it doesn't repeat again.

    Something simple solution? Thx

    Maybe a 'trigger once while true' (a system condition)