dupuqub's Recent Forum Activity

  • Just to comment briefly on your first post:

    "If first is true OR if second is true OR if both are true, the following code is ran."

    This is not correct: The part "if both are true" is not part of the "OR" behavior.

    As for your problem, could you provide a minimal project for us to check out?

    It is really strange that it is not running, and could be a bug.

  • Hi there.

    From what I understand this timeline you're talking about is mainly data and not necessarily graphics, right?

    If this is true, then I suggest you use simple Number variables to contain these dates as to not give you too much trouble learning new stuff right now. In the future I suggest you use Arrays or JSONs to store your data.

    Mainly JSONs will help out A LOT if your game has a lot of text, or any type of extensive data really. There are many tutorials on it, but I would be glad to help if necessary. Even Scirra has official tutorials on the subject.

    Best of luck. Feel free to ask anything.

  • The "OR" works checking each statement in order. If one of them is TRUE, no other will be checked after.

    If first is TRUE = ran

    OR

    If second is TRUE = ran

    If you want both to be true in order to run something, it needs to be an "AND" statement, in which case BOTH have to be true to run, and BOTH will be checked.

  • Does the rail or train have any special needs? Because if they don't, I believe you could use the "Tween" behavior or the "Move To" behavior. Both behaviors have triggers that help you make changes on the path.

    If you still find trouble using the behaviors, I could send you a small sample, but if you try to use the behaviors yourself, it would be immensily more helpful to you as a developer.

    Feel free to ask for help at any time. Cheers.

  • Hi!

    There are many ways a train may follow its tracks, could you please provide maybe a sample drawing and/or layout sample of what is your plan? This way is easier to give you a better solution.

  • Bom dia! Esse é um fórum escrito em Inglês, por favor use o Google translate para te ajudar no futuro, se necessário.

    Good morning! This is an English speaking forum, please use Google translate to assist you in the future, if necessary.

    Could you give us a sample drawing and/or layout of what you plan on doing? What kind of behavior do you expect from the tracks exactly? Also, could you edit your post to be in English please?

  • Well, as I said, it's difficult to help without having something more concrete to look at.

    It should be a simple enough problem to solve given we can see what you're doing.

  • Hi, could you provide some sort of visual aid like a screen capture of the code and layout?

    It's easier to help if we can actually see the moving parts.

  • I don't understand how having full control of creating your own loading screen by letting a layout be a loading screen is not better than making a whole new system to customize a loading screen o.O

    I believe the point made here is that this is a non-issue since we can already build a layout to be the loading screen. I think I agree with Rory, a layout is a powerful tool already, and making another tool that covers the same problems is probably counter-productive.

  • You mentioned you were having trouble organizing the different characters state. I'd recommend using JSONs, they are pretty useful and equally practical to use.

    There are some good tutorials out there, but mainly what you need to know is to request the AJAX object to load a JSON file and then put it into a JSON object once it is finished loading.

    Although if the information you're storing is only strings and numbers, you might as well just use variables (globals or instanceds) which are even more simple to use.

    The second thing I mentioned is that you don't really need data storage for defining which skill a character would use if there are only 2 skills. It is easily solvable by, for example, 2 string instance variables with each skill name. This name could also be used to call a function that handles everything the skill does, e.g. shooting bullets.

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  • I'm not really someone to talk about most of the subjects here, but one of them is really important, which is adaptative orientation.

    There are many games today that adapt to landscape and portrait and most of my web development projects had to have solutions for this problem, but currently Construct is unable to properly care for this need. It would be incredible if it did.

    I suggest you put it into construct3.ideas.aha.io/ideas, sometimes it feels really hopeless having to resort to this page, but I guess it's better than nothing. Best of luck!

  • Since nobody came forth I will try my best to help.

    My curriculum is mostly 5 years of game jams, so essentially all I deal with are beta testers. I've never had a game fully released as a product, so feel free to disregard everything I say :) My points are only meant to make games that are fun to play.

    I believe in the first place you must be open to criticism, don't act defensively. Try to respond clearly to their doubts and comment on their concerns, but don't say they're wrong or that they don't understand something. Try your best to extract things from the player, not input stuff into them. This is useful because you will not be able to reach every player and input your thoughts into them on launch, so a clean perspective is your best ally, don't tarnish it.

    People will often only be able to express personal observations and not necessarily with regards to target audience, industry standards, market placement, etc, so take their insights and thoughts with a grain of salt. They are not speaking THE truth, they're speaking THEIR truth.

    Let them speak and take their time, sometimes they just need to vent a little. When you get someone passionate about something, they might be heated. You don't have to listen to s***, but if they keep it respectful, let them have the floor. This experience is also important to them and if they cherish it, you have the start of something great. A game can only benefit from having a healthy relationship with its players, and beta testers are the building blocks of the community.

    People will give bad ideas... A lot! They don't know what you know. They don't know the strengths nor the limitations of your TTT (tools, time and team). Always listen, but they are not developing the game. You are. Always be clear about it with them too, you are looking for feedback, not a creative director.

    The bad ideas are not a bad thing though. People don't know what you know, but they know what they like, and most important what they dislike. When you hear something that is really off base, take the time to understand why the person said it. What is the essence of the comment? Does the person wants more speed, challenge, options, story?

    Lastly, don't worry too much. Respect yourself and your team's vision. Do what is best for the game always, but try to give people space to talk about how they feel about your project, sometimes you'll hear something that makes all the trouble worth it. You'll get a lot of dirt before getting some gold.

    Being very specific about data, focus on what strategies emerge from gameplay more than the player from which they emerge from. More important than what people look like or what they say is what people do. If they don't have the tools to do something, consider making the tools, in this way people will be able to communicate to you better without necessarily using words.

    Hope this helps a little. Best of luck to you!

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dupuqub

Member since 4 Aug, 2019

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