Lou Bagel's Recent Forum Activity

  • Apfelguts

    Thanks for playing the game and commenting! People showing interest in this motivates me to add more to it (instead of working on other projects).

    Let me comment point by point:

    I think I wasted more than 30 shurikens on the ninjastar vending machine, hoping that would be one of the easter eggs. I should have read the description in this thread in advance where it clearly states its only purpose. Or perhaps there's more to it? :hehe

    Vending machine only trades 5 coins for one shuriken. You have to have 5 coins and less than 3 shurikens and then hit it with the sword. Nothing more than that. I know I didn't even attempt to explain it anyway but figured people would figure it out if they really wanted to

    I will not lose against the easter bunny in retreiving the final egg but might ask for a clue if I cannot find it by the end of the week.

    Sure! Just let me know or ask me questions. It's been posted for a while so I don't mind spoilers.

    By the way, I tested the game on my laptop and also my cell phone and tablet. The directional pad when using the touch function was a little too rigid. By that I mean, it was quite hard to hit the correct direction unless you were spot on (especially left). This might be something I just have to get used to, but perhaps if there is a "bigger" active touchfield surrounding the arrows, it will make it easier to move around? I had to switch back to the laptop cause of it.

    I noticed that too. One tip is that you can touch in the center of the pad and then drag your finger. As long as that finger remains in touch it be linked to the touchpad and can drag anywhere on screen. So I was relying on that during most of my testing but did notice when I picked up my finger it was hard to tap a direction. So been meaning to address that but never got to it.

    Also, on the laptop, if I used the mouse and touched somewhere around the playing field, the touch control interface would pop up but I did not figure out how to remove it. This kind of blocked the view in the bottom left and right areas so I would have to reload the game. How do I toggle it on and off?

    Cannot remember if I used Firefox or Chrome. Sorry!

    Good point! I don't have a way to toggle it off right now. I should probably add a pause menu.

    It is too long since I played the first Zelda, so cannot recall if the enemies got pushed onto the next screen when hit, like in your game. Is this intentional?

    From Link to the Past, I know that the enemies stay on the same screen when pushed into or hit into the sides.

    I've pondered this a lot. I don't remember how all the Zelda games did it. I feel like some they can go off screen but I think they disappear. I thought about adding something but would want to avoid two things:

    • Bouncing back off the edge of the screen and unfairly hurting the player
    • Getting stuck on the edge of the screen and making them an easy target

    What is your connection to Australia?

    Not sure where this is coming from? I live in the states. Did I reference Australia somewhere? I am really curious now.

    Thanks again for playing and the comment. You give really good feedback. I am thinking about working on a castle/dungeon with boss to add. Just not sure when I will get time to do it...

  • I would also like to know this.

    I had tried to look into this myself with no such luck. That worries me that you can't find games made with Construct. But I have decided to keep using it for now until I reach some limitations myself. But have a feeling that once I'm done with the more simple projects (retro equivalent of NES/SNES) I will be switching to Unity.

    Of course, you do have to take a few things into consideration for not being able to find games—Constructs user size (seems smaller than others), Construct target user (seems like I see mostly people making their first game or using this for a school project posting in the forums rather than people making serious games, as in taking years to make with professional artists and musicians, etc), and outside of the forums how would you know if they used Construct? Why would they advertise it anywhere? Not that they would hide it but I don't see games proactively advertising what engine they used.

  • I asked in case I was missing something. There was no judgement.

  • Why would I think your comments were hateful? On the contrary they're appreciated . And actually this was done in about a week, looking to make more multiplayer games now.

    I just had someone else get super-defensive when asking a question about their game. Glad you are more receptive. Wanted to clarify I wasn't being a hater.

  • Not sure why you felt the need to start talking about other games in order to answer a question about your own

  • Yes, ofcours.

    Okay, I think I misunderstood at first.

    So basically you are suggesting instead of re-creating objects to re-create the families. Have all the events target families thus less to reproduce.

    Construct2 does not allow you to copy and paste events from different Capx projects. It may sound time consuming, but including the function object, and having a separate events sheet only for common functions has worked for me.

    You won't be able to copy+paste the event sheet, but at least it is easier to duplicate your functions.

    I think I'm on the same page with you here. It will let you copy and paste functions.

  • I re-use a lot of my events in different projects and it is a huge timesaver. It really just comes down to planning to do this and always using the same naming conventions. Like Sol said, generic names work best as they're easy to remember and will be relevantly named between projects. Once you start to consciously plan to reuse events and name objects accordingly it becomes pretty painless.

    So it will let you paste events over if there is an object named exactly the same that has the same instance variables and behaviors?

  • The best option is to use familys & local variables. Keep the instance variables, behaviours & effects on the family.

    This way, if you have a bunch of events that you want to re-use, al you have to do is create the familys in the target sheet. Can add any object (with any propertys) to those families.

    Is this in reference to doing so between two separate projects? That is what the question is targeting.

  • United States.

    I read your comment to others how it may lag depending on location. I still wanted to give my honest feedback. You may want to put a warning on the post if that is true. Or maybe make a non-multiplayer version? (if it is connecting to multiple people at once - I only saw myself).

    My comments were intended to be helpful, not hateful. As a Construct user myself I can tell how much work must have already been put into this project.

  • The only real way to do this is to re-create your objects in the new game with the same names, then rename everything afterwards to suit.

    The other option is to have a more "generic" name for stuff - so instead of "sword" have "weapon" - but again you'd still have to recreate the objects in another game... but at least you may get away with not renaming everything again afterwards.

    Ultimately it comes down to C2 really lacking the feature to efficiently copy and paste event sheets between projects. It's a big improvement over CC's abilities to do the same thing, but hopefully in C3 there will be full support for this type of thing - as well as collaboration abilities. It's frustrating working on a project with multiple people, and only one person can work on it at a time.

    ~Sol

    If so it sounds like the best option is to duplicate the capx and delete out everything I don't want to keep. Thanks

  • I tend to start new projects on a whim. More than I should. I'm sure I'm not alone.

    It is frustrating to have spent a significant amount of time on perfecting a feature, something basic like controls or camera movement, then have to recreate it from scratch if you want the same thing in a new project.

    I wish instead of receiving the error message when trying to paste events where an object is missing it would give you the option of replacing that object. The only foolproof way I can think of is to make a block of code made up of only functions and variables so you can paste all at once and fill in the results of the final functions.

    Would a real life example help?

    Take a second to look at this project and click/touch the screen to view the on screen controls.

    http://bit.ly/Ninja0619

    What would be the simplest way to get those on-screen controls into a new or another existing project?

    Even if I added the control sprites it still wouldn't paste over because it would say the player, sword, shuriken, etc are not present in that project. (not that I want the sword or shuriken in a new project).

    If I setup the controls in a project by themselves is there a way to include a whole project? Then the event sheet could be used by 'include' and the sprites set to global so they would appear on every layout.

    Same with the Zelda-like camera pan. The events are driven by the location of the player so wouldn't paste. Removing the events involving the player object/sprite would remove most of the work.

    Please don't interpret this as 'being lazy'. Attempting to practice DRY.

    Any serious game probably deserves completely customized events, but one of the reasons I enjoy Construct, say over Unity, for certain things is being able to think up and idea and quickly get something up and going to see how it looks. I don't want to sit there and re-event basic movement, animations, camera, etc for the nth time all on a whim.

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  • AI controls mostly. Making them jump back when hit. Movment.

    The ninja uses 8 directional movement except that is disabled when hit.

    The jump back for ninja and monster, as well as the slime's "jump" movement, both used custom movement. Set speed and direction then certain amount of time later stop.

    Pretty simple, just have to do some testing to get the time and speed you want (which equates to distance). The angle can be a bit tricky but I just went with angle(monster.x, monster.y, player.x, player.y), or vice versa, to set the motion of bounce back. Slime's movement is completely random using set angle to random(0,360).

    Thought that might be easier than sifting through my events, yes?

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Lou Bagel

Member since 7 Sep, 2015

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