Rhindon's Recent Forum Activity

  • Nothing new I can offer that hasn't already been said... Except to say the one lesson I'M STILL learning, myself: Keep It Simple.

    By all means, BRAINSTORM like crazy. Have ideas and document them. But be ready and WILLING to cut OUT those ideas to the most basic. Keep them FEW and make them well. Otherwise, as I have learned the hard way and am still trying to work out in my own development skills, you will find yourself hitting so many roadblocks because you're not sure how to properly program an action or how to utilize a feature in C2.

    Speaking of brainstorming and documenting, this is a problem I struggled with early on, too. Still rather do. I'm often so eager to begin the project that I haven't fully fleshed out all the details of my game - the WHYs and the WHATs.

    Make sure you have a clear plan. Often called a Game Development Document (GDD). If you're familiar with that, then you're probably ahead of me! LOL And all just as good. Follow that plan and unless absolutely necessary - or if you're ahead of schedule or feel any changes would be minimal. Basically, it makes no sense to have a plan if you're not going to follow it. That's part of the reason why I have yet to finish a project - I had no clear PLAN. Ideas, but no plan to follow. So that's where I'm at now...

    I offer these as "hard lessons learned"...not like I have any real authority on the matter. But I hope it helps.

  • sqiddster - Agreed about the random encounters and story.

  • Not sure about OVERused, but perhaps UNDERused is the technologically-advance-yet-highly-tribal civilization. Basically, think of Black Panther from the Avengers/Marvel Comics.

    Overused, I'd say off the top of my head, are the fixed steretypical races. That if they're "beastly" in nature, they're rather barbaric or more tribal and less prone to logic or reason. Why not have them still be barbaric but more advance with a twisted logic? Like "organized crime"?

    Another idea is the "middle-man" of humanity. Where they may be technologically advanced, but they're not exactly "as far" as other races. It doesn't always fit with typical narratives we expect as stories are often meant to relate with us - the real humans partaking in the fictional adventure - but let's put humanity in spots they're not usually found in...even if it does seem off.

  • Aphrodite - That's the one!

  • Rule of thumb for mobile is ALWAYS use as little as possible to CONVEY as much as possible. The more that a mobile has to keep track of - be it in numbers and/or size of each art asset - the more likely it is to crash. Even today's more powerful phones are still greatly limited copmared to our laptops and PCs. Treat them like babies and don't load them over with more than the can handle.

    You also referenced a picture but I'm not seeing anything. Do you have a link you can share?

  • On the Start tab in the editor, there's an Examples link that will open a folder that's downloaded to your computer along with the editor upon installation that includes the aforementioned Pathfinding examples.

  • I LIKE this idea! It can be a simple tool to measure actual productivity.

    Add to that a mesurement that records how long the actual C2 editor is in focus (not hidden behind other windows/programs). The time that a Preview window for testing should also be included as it's part of productivity measurements.

  • Ashley, what's the test page you hav set up that checks the specs of the browsers and their compatibility with HTML5 and C2?

  • I like this idea. I'd definitely like to see it. That way I don't have to resize previously resized objects just because of whatever the previous instance/copy was prior to making a new instance in the layout.

  • LIKE:

    -- The deep paper-rock-scissors strategy "hidden" in a seemingly kiddie game.

    -- Large, spacious cities. Lots to do on the side.

    -- Expanding Pokedex features and other available add-ons (like the watch that even responded to external input on the GameBoy / Nintendo DS).

    DISLIKE:

    -- While this is more in tune with traditional RPGs, I didn't like that battles didn't have more direct control from the player. In other more action-oriented RGPs (ie: Super Mario RPG), you have additional player-input that can affect the outcome of the match. This requires more skill from the player, which I like.

    -- "Incomplete" towns or cities. More people than there are homes for or towns that just don't make a lot of sense in their planning...even for "small communities".

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  • This is just an idea... it might help blend with what you have in mind and with what Ashley and C-7 said, but if you load a giant layout as you have in mind, you might want to keep track of starting positions of objects by way of variables and then, when either 1) enter a certain region or 2) come within a certain proximity to where those objects would be, tell C2 actually create those objects and have them follow their normal behaviors. That way you're only loading objects in the immediate vicinity.

    This may or may not actually work, but may you could adapt it if it's somehow viable.

  • - indeed. My favorites. Hence my user name. The name of Peter's sword, actually.

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Rhindon

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Member since 8 Jan, 2013

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