seothen's Forum Posts

  • 1. Wasteland

    2. Baldur's Gate II

    3. Civ IV Fall From Heaven mod

    4. Pool of Radiance (c64)

    5. Freedom Force

    6. Bioshock

    7. Planescape Torment

    8. Bard's Tale III

    9. Side Arms (arcade)

    10. Dark Sun

  • I looked for the most appropriate forum to put this in and figured this would be it, rather than replying to tutorial authors.

    I really respect and appreciate anyone who takes the time to post a tutorial, I've contributed a couple times myself, but in my opinion it's not good form to post tutorials with capx files that were created using Beta versions of Construct; I don't really mind if it's the latest stable release, though I guess I'm a little lazy in that regard too, but as far as Beta releases go there are legit reasons for why we don't want them on our computer in order to see a tutorial.

    If I'm shouted down on this that's cool, if my opinion is in the minority then definitely don't go with it; but I feel feel that the Tutorial section on this site should have a note added to it asking authors 'Please create your capx tutorial files only in Stable releases of Construct 2, unless there are specific features in a Beta release you're attempting to demonstrate'.

  • Might be better to post this somewhere else - the kind of requests here I believe are just meant for feedback on people's games.

  • MasterGeek - good stuff; vehicles look like they were created in an vector program originally.

  • I like your colour scheme (and I hugely apologize - I clicked on Report Post when I wanted to reply to it - sorry!)

    Great stuff.

  • I go to soundempire.com, load up a looping track, and if I can listen to one enough times repeatedly, it means I should consider it for inclusion as part of the game's soundtrack.

  • In my game I'm creating a waterfall using particle effects but I don't want it to run if it's not on-screen.

    What's a better use of system resources in your opinion:

    1. Comparing the player's x and y so that as they approach the area that should have the waterfall it then gets Triggered Once; then another Compare condition which destroys the waterfall once the player gets a certain distance away.

    2. Creating an invisible object that on collision is destroyed and starts the waterfall particles, and a second invisible object outside of the area that on collision destroys the waterfall and re-creates the initial invisible trigger.

    3. Some other method.

    The reason I'm not comfortable with the first way is that I want as few things running every tick as possible. Thoughts, opinions, feedback all appreciated!

  • This was very neat - you did a nice job and I could see getting students trying to learn typing into this (maybe as a break from Mavis Beacon).

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  • Very nice touch to your work, Digitar.

  • Dave Hailwood Thanks for the info - it looks like I'll be doing lots of experimenting.

    stefanos Thanks and it's good to know this is a real possibility.

    mineet Thank you very much!

  • Hmm, the link worked right in the preview...

    Try again - seothen.deviantart.com/art/Animating-a-Comic-380161135

  • I'm considering using Construct 2 to animate the digital comic I've been working on (step 1 - finally must buy Construct 2). Very simple animations would be involved, but I'd include sound effects and music as well. I'm thinking about animated fog, smoke, clouds, fire, starlight - something to add ambience without distraction.

    I'd be interested in any feedback people may have to offer; you can see some of what I'm doing on my dA page.http://seothen.deviantart.com/art/Animating-a-Comic-380161135?ga_submit_new=10%253A1372022115