WackyToaster's Forum Posts

  • I did give it a try and I got something that works pretty well. It can even go up slopes, pretty fun actually to "teach" it to walk. It´s not perfect, if something topples it over hard enough it will end up just sort of wiggling around on the floor.

    wackytoaster.at/parachute/ragdollWalker.c3p

  • I don´t think there is a straight-forward answer for that. I guess you set up the ragdoll itself using (limited) revolute joints and then... tinker around with it?

    You´ll have to apply forces to the limbs then in a specific way as to create anything that resembles a walk. You probably also can apply an upwards force to the head to counteract gravity so the creature doesn´t constantly topple over. Other than that... I might give it a try, it sounds kinda fun to figure out.

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  • Lucky you, there is a replace expression :)

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

    set text to > replace("hello <username>", "<username>", "flippy")

  • What events specifically? This isn´t really helpful if you don´t say what events specifically are broken with advanced encryption. You should probably make a new project showcasing the issue and post it in the issue tracker

    github.com/Scirra/Construct-3-bugs/issues

  • Yeah, you push the number of the frame into the array for every unlocked character (like I do on start of layout for demonstration)

  • You could have two animations "locked" and "unlocked" and each frame is one of the characters. Then you just check if the character on the next frame is locked or unlocked and set the animation accordingly.

    Like this:

    wackytoaster.at/parachute/unlock.c3p

  • I think enemy is overlapping enemy doesn´t work. You can make a second family with the same objects and check for that instead. I actually use that same thing. I have basically blocksA and blocksB as families so I can check for stuff like if blocksA is overlapping blocksB since blocksA is overlapping blocksA doesn´t work.

  • Well it´s not required but I´m not gonna say no. Thank you very much. :D

    This shall fund my game that may or may not ever get released.

    paypal.me/WToaster

  • I think you may have to resort to a little scripting for this.

    wackytoaster.at/parachute/scrolleddown.c3p

  • You create a script file in construct. Like this

    .

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  • EDIT: Just realized this was necrod

    Posted this just recently

    This disables all browser keycodes

    document.addEventListener('keydown', function(event) {
    	event.preventDefault();
    });

    This disables only F12

    document.addEventListener('keydown', function(event) {
     if(event.keyCode == 123) {
    		event.preventDefault();
     }
    });

    For the other keys you can look up their code here

    keycode.info

  • I´m humbled I count as experienced. I don´t have that much experience with contract stuff though but I do know some things.

    1. A game design document is usually standard. Keep in mind that these documents tend to change constantly during development, i.e. you thought of a inventory system that sounded good on paper and endet up being cumbersome and nobody liked it.

    2a. I know of "work contracts" (could be named different based on your location) that are usually specifically for a single project. That project can be anything including "a single part of a whole". I also think the payment is just up to what both parties agree, hourly or fixed amount usually. If it takes way longer than usual (happened to me when I once had such a contract) you can just renegotiate. In my case we just made a second work contract following the first one, same conditions that basically just added another month.

    2b. That varies a lot based on experience, if they are freelance or in an agency and actually also where they live. Sure, the cheap asian developer is kind of a stereotype but it´s also often true. Mostly I´ve seen ranges between 50-200$ per hour but there´s no upper limit. It´s also possible to agree on a revenue split from the finished game in turn for a cheaper (or no) hourly rate, but not everyone is up for it. If the game is a big success this can mean big money for the developer, but if it flops it flops, but it can work if the developer sees great potential in it.

    3. Generally you don´t have to. The assets are automatically copyrighted and ideas cannot be copyrighted. You want NDAs if you want secrecy. I´ve also heard of Non-compete clauses that might work for this case but I´m not sure.

    4. You should monitor the development of course. I´d say have a generous amount of milestones that you can check up on and if the developer just constantly sends them 3 days late and full of bugs it´s probably best to cut the contract. I think this is a very important part actually, make sure you defined cases where you can opt-out of the (full) contract. If you have 10 milestones and the third milestone you just notice it isn´t working out, cut your losses. You probably pay the 3 milestones worth of work to the dev and move on. Bugs later down the line I´d say depends on how much later. 3 days after the contract ended the dev might be like "yeah whatever I´ll fix it real quick" but a month or two later probably not.

    Otherwise FromChris has some good points about those freelance platforms. They usually have a bunch of things figured out it terms of disputes, payments and such.

  • 500 levels shouldn´t be an issue I think and a 32x32 tileset also should be perfectly fine.