Rory's Recent Forum Activity

  • keepee Right on. I don't know if I'm missing something, but it'd be nice to have a "Apply to all instances" method for changing object and object behavior properties!

  • Good Job, Kyatric.

    This is my second time seeing you sum everything in a month up since I joined the board

    It does feel very nice to have these recaps!

  • Let the flood of excessively tall games begin! Bwahaha.

  • I found THIS on the new team page a few moments ago, and this is <img src="smileys/smiley35.gif" border="0" align="middle"> fabulous! xD

    Kudos to Tom for his ventures in writing to random companies.

    It's too bad Thame's water didn't agree to add the pinch of lemon to their water. I'm sure it would have helped them win more people over their competitors xD

    & also, Nestle should have hired you to lead the creation of Choo Chews. It really sounded like a workable concept.

    I'm also very interested in basing my next game on the Square animals idea you gave to Penguin books. All the credit to Tom of course.

  • It's not just the Homepage btw guys.

    The Team Page!

    Press Kit Page!

    Contact Page!

    About Us Page!

    Sitemap Page!

    Also..

    Privacy Policy, Terms and Conditions

  • I believe Ashley and Tom have something good going, and Clickteam's MMF3 will definitely be a threat. But I doubt they're going to copy Scirra's event editor wholesale or even make it nearly identical, they also have their own good thing going.

    Everything has their own good thing going, and engines all live pretty well with each other. As competitors, inevitably, but each of these software boost interest in people to build games, and as seen in this thread, people move from engine to engine, learning new ways and producing new things.

    There's plenty of space for another engine in the market, I'm sure MMF3 will have a different (even slightly) target developers.

  • I think it was in the email..

    I didn't have any problem figuring it out, instructions were available for me almost instantly. That's all I remember.

  • The gameplay is good and simple enough to catch on. But the graphics could use some more improvements. A more fixed style and more fluid animations for example!

  • Replay value is typically the focus for Arcade-style games like say.. Fruit Ninja or Street Fighter.

    For large scale RPG games which focus a lot on stats, builds and combat. I'd say they have replay value in it, just not as much as an arcade game.

    Short arcade games like Dance Dance Revolution can be said to have the largest replay value. This probably started with the Pay-per-play system most arcade games had in the early days. Those game developers needed a way for players to keep paying to play again and again.

    Old Arcade RPGs like D&D typically made the game very very hard, making players pay a lot to complete the game. But once you do complete the game, the replay little is less as you've already accomplished almost everything by finishing the storyline.

    This is seen again in modern day RPGs which give you mainly a long interactive story but they don't care much about replay value as much, as they earn money as a one-off payment and earn again through sequels.

    Games nowadays also like giving out developer kits for the community to create the replay value themselves.

    Simply put, if the completion of the storyline of the game and spoilers can take away the play value, then your game has little to no replay value.

  • AWESOME. It's finally here.

    Haha, kudos to Ludei!

  • He's already asking for.. C3D!

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  • Your character must be rotating (changing it's angle)

    Your bullet must have Set Angle ON.

    EDIT: You could create a global variable called Direction. When the player moves in that direction, set the Direction variable to "Up"/"Down"/"Left"/"Right" and you can then check what "Direction" is set to and create a bullet with the correct angle!

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Rory

Member since 19 Jul, 2012

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