Lou Bagel's Recent Forum Activity

  • Here is a simple one to start out on:

    https://www.scirra.com/tutorials/202/touch-controls-and-a-trick-to-detect-input-method

    You might eventually need to learn to track touchID and use 'is in touch' but sounds like you are needing the basics first.

  • Else is also great to add in a lot of situations because once it finds a true statement it will skip over the else.

    Example

    var Color = blue

    If color = blue

    --set color = red

    if color != blue

    --set color = purple

    The color would end up being purple. The first statement would change to red making the second statement true when reached. If that isn't what was intended you can add the else:

    If color = blue

    --set color = red

    Else

    --set color = purple

    This would result in the color being red. The first statement was true so the Else statement was skipped.

  • Here's what I would think initially.

    Pick closest instance to player.x player.y

    --spawn bullet

    --set angle to angle(player.x, player.y, instance.x, instance.y)

  • Just add to the same event:

    Set Angle to DifferentObject.Angle

  • On Key Press

    -If Layer0 is visible

    --Turn layer0 invisible

    -Else

    --Turn Layer0 visible

  • I was pondering a question that if possible could be a solution:

    Is it possible to setup multiple loader layouts?

    Then you could set it up however you like.

  • First of all, the article/book you read seems to be targeted towards certain games, not all. Puzzle games for example don't align with those topics. Clash of Clans and World of Warcraft, two games that topped their category, didn't have definite endings. So it may be good advice but may only apply to certain games.

    I wanted to comment on the 'surprises' topic. A lot of those games you mentioned do have some surprises in them, but they can't be surprises that throw the game too much either way as they are strategy games. For example Civilization has the little barbarian huts or native tribes where you can gain a technology or get ambushed. SimCity for SNES I remember had "gifts" where if you were doing well you would get a special building.

    As for your recent discussion I agree that these 'sandbox' type games which you are referring to allow the player to create their own story in a way. You may not have character dialogue and that detailed focus but if the player gets attached to something in the game then there can be drama. For example, if you are playing SimCity and have something planned out in your head then a fire comes along and ruins it. It becomes the story of your city. Or in Civilization there could be plenty of twists: you plan to take over a civilization but while your forces are out you get surprise attacked by someone else. You don't need to lay out a narrative for the player because the player guides it—whether they want to be risky or safe, etc. etc. Some players really get into that but some don't.

  • I can't remember off the top of my head: is "move player forward" under the physics category? If it's not under the physics category then it won't follow physics rules while acting that out. That seems like the issue you are describing. I only remember physics movements to be apply impulse and apply force

  • Yeah, I loathe pulling up the debugger. I usually add in console.log or appending to a debug txt while doing anything complicated.

    Basically need a way to turn a string into syntax. As anything you type in will be stored in a string and inherently act as if it is surrounded by quotes. Not sure if there is a solution but haven't looked yet.

    If you are repeatedly looking for the same attributes you could set it up so you can click on an object and it will list attributes. Not as good as your idea but pretty simple to setup and could be useful.

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  • Is there a way to get a package deal so I can get it on Steam and ios?

    Probably a silly question, but figured it wouldn't hurt to try

  • I get it and it would be useful. I have to point out there is always the debugger before you put too much work into creating your own. But I will let you know if I find anything useful.

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Lou Bagel

Member since 7 Sep, 2015

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