Tutorial comparison

0 favourites
  • 7 posts
From the Asset Store
See how your Logical Resolution looks on different devices
  • I have finished the ghost shooter tutorial and it works fine, but when I downloaded the official finished version to compare the two, I noticed there are large fundamental differences that aren't explained and I was wondering if someone would place explain a few of them to me please?

    Here are the Event Sheet screenshots.<img src="https://dl.dropbox.com/u/14998406/tutorialscreen1.jpg" border="0" /><img src="https://dl.dropbox.com/u/14998406/tutorialscreen2.jpg" border="0" />

  • but the events are explained in the comment sections, which one you dont understand?

  • I have finished the ghost shooter tutorial and it works fine, but when I downloaded the official finished version to compare the two, I noticed there are large fundamental differences that aren't explained and I was wondering if someone would place explain a few of them to me please?

    Here are the Event Sheet screenshots.<img src="https://dl.dropbox.com/u/14998406/tutorialscreen1.jpg" border="0" /><img src="https://dl.dropbox.com/u/14998406/tutorialscreen2.jpg" border="0" />

    Is there something specific you don't understand?

  • Well, for instance why the monster speed was moved up top to the global, could the stipulation of speed raising and score-grading based on speed not be done from where it was? why not?

    Also how does the game know to only allow space bar to work as a 'start new game' function only when the player is dead?

  • It explains what each section does, and I can read that fine, I just don't know 'why' the changes are there, functionally, and also don't understand why they weren't in the original tutorial as they don't seem like hard things to add.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Monster speed to global opens up flexibility in having multiple monsters or even other types of sprites read that info... for example if I have a turret or something else that needs to know the speed of a target to adjust it's bullet speed, that is a useful piece of info to have in a global variable.

    You will find that many tutorials have some additions to their event sheets as the tutorial usually focuses on some specific pieces, and the event sheet may have been used for multiple tutorials, or even come from a game prototype they were working on when they had the idea to make it a tutorial.

    Also, some of the additional items in some of the event sheets lead you to better understanding of different concepts, etc...

    As long as everything in the tutorial is in the event sheet and nothing is left out, then there shouldn't be an issue with having more items in the event sheet to look at as long as they don't take anything away from the tutorial.

  • Thanks for your response, you make a good point about having other objects referencing that data, as it doesn't look lioke it could be referenced from the place originally defined in the tutorial... could it?

    And yeah, I do expect some things to change between tutorial and example, there were just a few things that would have been nice to know, for instance how the 'Game Over screen works. How does the 'Space' button know to work only when 'Game Over' is visible and the player is destroyed? And why is 'Game Over' loaded on start up and set to invisible instead of spawned on the HUD layer when the player dies?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)