Kyatric's Forum Posts

  • I've already explained in the post just before you ask the question rob, what about reading the informations already posted on the forums ?

    Otherwise I talk about it too in the Asteroid clone in less than 100 events tutorial.

  • Spriter ?

  • gillenew: it's indeed the next logical step.

    You get the value from the webstorage in the very first layout of your project and each time the user changes it, you set the value to the global variable (for the current game) and save it in the webstorage too.

  • rob: indeed I had forgotten an action.

    Download the sample again, it's working as intended now.

  • rob: why bother with arrays when all you need is a global variable ?

    MySpriteButton_Layouts

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • In "general game design", I'd say start with the mechanics themselves. Those are what will please the player and keep him playing.

    If a mechanic/input doesn't feel good, it's likely the player will get bored or frustrated and just leave your game never to play it again.

    Visual and sounds are "a layer on top" that has to make sense in the context of your game. Nevertheless, if the prototype of your mechanics/base gameplay is fun with ugly looking squares and placeholder graphics, a better visual design will only add to it, but isn't perhaps the most important, whereas a gorgeous looking game with "feel bad" mechanics/inputs will just fall flat anyway.

    But in the end, it really depends on the game or the experience you're making. Whatever feels more comfortable and coherent should fit the bill.

  • Petres: English isn't our native language.

    I understand the suggestion but do you think it's realistic to know exactly what you will say for two hours in a language that is not yours ?

    Because I don't.

    And even with preparation, there will be pauses and times when we're looking for words and expression.

    That's when we go "eeeehhmm", because we know what we want to say in our language but have to think a bit about the best way to say it in English.

    Anyway, you can watch the videos several times, that's what they are here for.

  • Same here, works fine in FF 20.0.1

  • Ok, so three times that I move your topics to the appropriate place, it's a bit too much.

    The appropriate forum for questions is "How do I".

    Have you gone through the basics tutorials which teach you the basic workflow of Construct ? Have you also looked at the manual ?

    If not, start there, some of your questions might get answered there.

    As for your question, I just don't understand it.

    You want an object to spawn in the same position ? Place it at edittime in your layout, and it will spawn at this position every time you preview your project.

    If that doesn't answer your question, please give more details about what you EXACTLY want to do.

  • Construct2 allows to pick specific instances of the object type through the conditions of the events.

    Read again the manual article mentioned previously about how events work in C2.

    For the issue your mentioning in Snake, I did something similar in my tutorial Asteroid in less than 100 events where I needed "recursion" in picking different instances of a same object type.

    As for more informations on picking, check the how do I FAQ at the section "Picking/selecting instance(s)". The use of UID and IID is explained clearly across several topics.

  • The arcade is being redesigned by Tom at the moment.

    The new design should have more categories, one of which will/should be a "laboratory" where examples/tests/first time uploads should be put, imo, without ratings as it is more a ground for experiment/learning where comments are more valuable than a "X stars rating".

    What could be done once the design is up, if users try a game that falls into the lab category but was uploaded somewhere else, rather flag/report to mods so that we can move it rather than "destroying it".

    IMO, not everybody knows or can afford hosting and despite what's been told in this topic, having a game uploaded online (in the arcade) when you're a complete beginner is a first step in learning game making. Even if it is in a "misc" category with no ratings.

  • Please see how to report bugs and complete your current report.

    Moving to closed until completed.

  • Tom should have a look at this.

  • > You will never find perfect tool for doing everything everybody wants. C2 is a perfect tool for any 2d game genre (not 2.5d, not 3d). It's more like a game engine or framework and it's only up to You how You want to use it.

    Right, and I think that's an important part of the conversation. Is C2 right for every game, and the answer's clearly not. It *is* however, marvelously suited for certain types of game, and I think we're exploring that here.

    > Inventory? I've made full inventory system with options like examine items/logs, read logs, combine items, use items.. in one day using arrays and families - with only simple knowledge about arrays.

    Exactly, it could be done, but it's not naturally built in to the engine. With your experience, and knowledge of arrays, you were able to create that capability, but someone with no knowledge of collision physics can make a couple clicks and have a functioning platform, because that is built into the game. On a fundamental level, C2 supports platformers, and similarly does not have that same support for fundamental components of RPGs, as you illustrated.

    I'm thinking like Arima that you can do any kind of 2D games with C2.

    The fact that "there isn't an inventory plugin" doesn't prevent from being able to build such a system.

    I believe that's actually one of the major strength of C2 that it doesn't restrict you to only a certain specific type of system and actually allows you to make the system you want, that will be adapted to the game you're making.

    Sure you can have a platformer prototype in matter of seconds. Though in my experience, I've always had to build on/around that behavior or even make my own platformer behavior/system in events to really get what I was looking for.

    The platformer behavior, like the sprite plugin, is a brick, a tool.

    And the platformer behavior REQUIRES the sprite plugin.

    Are you asking for some kind of inventory plugin ?

    The issue there is about what you would expect from such a plugin actually, and if one that brings enough "general" features could really be made.

    IMO, it's "easier" to propose a "mainstream" platform behavior that offers "common" features. I'm not sure the same could be done with an inventory. Apparently it also appears platformers are a kind of game that appeals to a lot of aspiring game makers.

    The very way the inventory works depends on your game mechanics.

    Then, the way to make an inventory HUD is pretty different considering if your project/inventory accepts mouse inputs, keyboard inputs or/and touch inputs. Are you making an adventure game, a JRPG, a platformer, ... ?

    I believe those games don't expect the same kind on inventory, and what this system does totally depends on how you're designing it.

    Anyway, it could be an interesting challenge to propose to the third-part plugin makers, if one isn't already around.

    What should a basic plugin do ? I'm interested in the opinions of everybody on that point.

    And once again, I believe it's not because you can't throw a "all-made" plugin in your project that it means that C2 isn't (or is less) appropriate for it or the type of games it's used for. You have access to data structure objects like arrays or dictionary that are the fundamental components of an inventory system.

    The only thing it means is that it will take a bit longer to make and requires a bit more knowledge on your part. A little more design too, but it's also part of the fun of game making imo.