Anonnymitet's Forum Posts

  • It's very hard to say which games are the most financially successful ones. But there are quite many C2 games that have sold a lot of copies and brings in good revenue. My game for example is far from a hit game but still generates enough of sales for me to make a good living out of it while I'm developing my new game.

    I think it is only a matter of time until we have a big hit game that makes millions made with C2

    And even though it is a free game I would consider "There is no game" made by KaMiZoTo to be a huge success as every big youtuber has played it by now and have been seen by millions and millions of users.

  • Use the system --> trigger once condition to make it work like a trigger:

    Is punch down

    Is kick down

    trigger once

    And then you have to add a condition to the other events as well.

    On punch

    kick is not down --> punch

    On kick

    punch is not down --> kick

    And read the manual about conditions and triggers before continuing. It will save you a lot of time later on.

  • Very nice and polished and I like the simple yet stylish graphics. Not much challenge atm but if you keep adding levels and mechanics it could be a really great game Keep up the great work!

    Btw, I beat your score on the leaderboard but for some reason it didn't post the correct score? It just posted the same as your score. A bug?

  • Check what the publishers have published before and how successful the other games are. Don't just go with any publisher just because they can bring your game to a platform.

    A good publisher generates a ton of sales which makes the cut they take from your revenue worth it. But far too many bad publishers just publish your games and do nothing to increase your sales and just take a large chunk of the small revenue you manage to make.

    So a good publisher can be a god send but they are few and far apart.

    And publishers that reach out to you directly are probably one of those you don't want to work with. So research the publisher a lot before signing anything.

  • The animations look great. One thing I strongly recommend is to increase the gravity and fall speed a lot and increase the jump strength so the character still jumps the same height but falls faster and has more weight to it.

    Atm it looks very floaty like she is on the moon or something.

    But except for that everything is looking sharp Keep up the great work!

  • Maybe you tried to add else on an event that had a trigger on it? Because then it doesn't show up.

    In that case you have to have a trigger event and then add a sub event with the condition and then add else below that subevent which it sounds like you did.

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  • You can only add an "else" on conditions. So if you are trying to add it to a trigger it won't show up.

    You can also add else by selecting it in the event list under system --> else

  • Great plugin for debugging purposes! Thank you Skymen

  • One tip from me is to wait with the Mac and Linux versions a while until you have tested that they work 100% first. Because if you release the game and those versions break on many users systems then you'll get tons of bad reviews. And a lot of bad reviews for a newly released game = no sales and a dead game.

    I have even removed my linux version of my game on Steam because the market is tiny and all it did was generate a lot of frustrating bug reports

  • I usually just use the bullet bahaviour with bounce and then I disable and enable it so it bounces and then lands nicely on the platform. It's a bit overkill to add physics to a game just for adding a simple bounce to some loot. But if you use physics anyway then I guess it doesn't hurt too much

  • What is the game about? Not really sure what you are trying to achieve. Do you just want your ball to fall and the player avoids obstacles?

  • There is a behaviour called pin+ which have a ton of pin options and pin to image point is one of them. Just select which image point and it will pin it correctly wherever that image point is on the object during an animation.

    I use this behaviour for all my games now and is one of my most used plugins.

    You can also pin animation, mirror, scale, opacity and best of all. You can automatically destroy the pinned object if the object it is pinned to is destroyed which makes the original pin behaviour useless in comparison Highly recommended

  • Sadly this is one of the biggest issues with C2. This has been fixed in c3 where you can search your entire project at once. But if I remember correctly it was too complicated to backport this feature for C2 unfortunately.

  • Just set a variable to random(0,10) before spawning.

    Then compare the variable and spawn the enemy based on that. For example in early game you can have this:

    Variable is between 0-6 spawn zombie

    Variable is between 6-9 spawn vampire

    Variable is between 9-10 spawn goblin

    And then just change that based on progress.

    But there are tons of simple ways of doing it. You don't need a complex algorithm that's for sure