Lou Bagel's Recent Forum Activity

  • I must admit that I only understood have of that but I may need to correct myself: I think I don't use phzsics - only the platforming behavior (so gravity)

    Ha, okay. If you are using platform then ignore all of that

  • You may have already decided but I would second the pinning the animation object to the physics object.

    Physics can be touchy. If you are animating a physics object you are constantly changing the size and location of the object. This could cause unexpected results from the physics calculations because:

    If part of the object is animated from one location to the other it translates into very high speed and could react like a high speed collision

    If the animation changes sizes (of the collision polygon) it affects the mass of the object (size x density). So if one animation had arms and legs sticking out (running or something) and had a bigger collision border it would have more mass to throw around in that instance.

    Not to mention an animation causing collision polygons to suddenly overlap.

    I would pin the animations to an object with an unchanging polygon or else crazy things could happen.

  • I'm pretty sure the method Javascript used for time is seconds from a certain date (in the past). So it would be easy to compare the current time to the last time they played if you are interested in that method.

  • >

    > > I like DigitalOcean personally. For $5 a month it is a beast of a server.

    > >

    >

    > You have a domain purchased with that? If not, what are your links like?

    >

    I use namecheap for my domains.

    Ah, so have a domain and hosting. I guess I didn't make it that clear, I was asking what people that don't have domain and hosting do with their games when they are done or want to share. And if those people are happy with those other means.

    For example, if you go to ArmorGames or Kongregate to play a game I find it annoying that they try to get you to sign up/log in, there are banner ads everywhere, and the game isn't full screen.

    To be straightforward, I am just trying to see if there is a need in the Construct community for people that need assistance in getting their project online somehow. I started doing web design before first using Construct so it was simple for me, but I just had the thought What do most people do? Wonder if a lot of people have issues getting their game up somewhere?

    Thanks for your comments

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  • I like DigitalOcean personally. For $5 a month it is a beast of a server.

    You have a domain purchased with that? If not, what are your links like?

  • Bitballoon is what I use. It's free and I've never had problems with it.

    I will check it out, thanks

  • Thought I would add a link to a Construct project exported as a web project, just in case people haven't seen one not hosted on a site that adds a bunch of extra stuff, ha:

    http://bit.ly/Ninja0619

  • Hello,

    I have my own websites and pay for server hosting but not sure what others do. I know there are places you can upload your game (Scirra arcade, Facebook, Kongegrate, etc - many places) but I am not familiar with them and not sure what hoops you have to jump through or cons to these sites (like required advertisement banners or requiring to sign up before you play).

    Anyway, just wanted to test the waters and see if people are in need of a place to upload their game to that is hassle free and could provide a direct link.

    I have also implemented high score tables before and thinking about setting up tracking players while playing so I can see how long they play and such in order to use as feedback to improve the game. These are aspects that many seem to struggle with so thought I would mention that as well.

    Any feedback on this idea appreciated. Let me know if there is a site where many are happily uploading their games or if people are struggling how to share with others.

    Thanks

  • First thing is usually art and aesthetics because a screenshot (or packaging) is usually the first thing you see. "Graphics" aren't a huge deal to me but if it looks like they didn't put a lot of effort into the art then they probably didn't put a lot of effort into the entire game.

    Next is a hook, either some kind of story or unique feature of the game. Something that when you hear/read you think 'hmm, that seems unique. I want to hear more'. This could be in the text description of the game or a video. I don't want to play a game that is a copy of others with nothing original. (unless it is a copy of a favorite game, I guess)

    What really gets me hooked on games though is making me think, to put it simply. Someone mentioned Zelda games earlier, they are great with puzzles, strategy battle games such as Xcom and Final Fantasy Tactics, even first person shooters that aren't just run and gun but have stealth, cover, tactical vantage points, etc. Hitman was a favorite of mine due to having to monitor the guards and think what is the best way.

    "Progress" is another good point. Leveling up in RPGs, getting better weapons in FPS, more money and bigger towns in games like SimCity type, Clash of Clans, etc. People feel good when they can see progress but I don't think it keeps people there if it gets repetitive.

    Another important part is that it is challenging but fair. If it is too easy it gets dull from, well, basically not having to think. But it is frustrating if a game is 'unfair' such as you die or lose from no fault of your own, as in there was nothing you could do to stop it.

    Hope this helps. As I'm becoming more comfortable with Construct I've been thinking more about what makes a game fun so I don't just make a game, but a fun game!

  • Did you check that the animation speed isn't set to 0?

    I didn't follow your link you posted previously but do you have a capx or screenshot of your events to share?

  • Anyone can help me?

    Did you try my suggestion above? I'm not sure why it wouldn't work...

  • I don't have time to cover every detail right now and not on my computer with Construct so I can provide a capx or anything but thought I would try to explain and you can ask questions on what you don't get.

    Lerp(pointA, pointB, position)

    So lerp will move something from pointA to pointB and the position tracks where it is at between pointA and point B. So the position is from 0 to 1, where 0 is equal to exactly point A and 1 is equal to pointB exactly.

    I have seen two methods implemented

    -every tick

    --set x to lerp(viewport.x, pointB, 0.02)

    So this will calculate the distance between where viewport is currently and point B and move it 2% of the distance. The distance is new every time since viewport.x is constantly changing. Therefore the movement will start out fast and slow down near the end. (maybe never reaching the target exactly because the position is never set to 1)

    The other way, lets say you are moving from 500 to 2000

    Global variable position = 0

    -every tick

    --set x to lerp(500, 2000, position)

    --add 1/60 to position (so maybe about a second, you may want to make this frame-rate independent)

    So this will be a smooth movement as you are moving the same distance every tick.

    So the second version I would to this:

    Global variables

    StartX

    StartY

    FinishX

    FinishY

    Position

    Group (start disabled)

    -every tick

    --set x to lerp(StartX, FinishX, position)

    --set y to lerp(StartY, FinishY, position)

    --add (how fast you want it to go) to Position

    --If Position >= 1

    ---Group Disabled & set Postion to 0

    Function Camera move

    --Set all the Global variables

    --enable Group

    Hope that is a good starting point for you!

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Lou Bagel

Member since 7 Sep, 2015

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