C-7's Forum Posts

  • It looks nice, mef1sto now for some fancy lighting!

  • You can either use the anchor behavior or put it on its own layer (a user interface/hud layer, for instance) and set the scroll rate to 0,0.

  • Thanks for the feedback! The visual style will not be changing, it suits the tone and goals of the game. Character animations are part of the goals of the Kickstarter--I've long since been aware of that weakness of mine and will be hiring somebody to help with it should I acquire any means to do it.

  • Here's the first trailer in anticipation of my Kickstarter launch next week!

    Edit - I have replaced the trailer

  • Here's the first trailer for my RPG, Courier!

  • Here are a couple screenshots for you guys. Less than two weeks until a new trailer and kickstarter! I've re-done the website for Courier, too! You can find it at couriergame.com!

    Click for full size!

    Click for full size!

  • I use arrays for large quantities of data, but the information in it isn't all that complex. Like i have a cell dedicated to what item is in a certain inventory slot. It could be a number value from 0 to whatever I want. Then, when I need to do something with it, I just see if array.at(0,3,4) value = 17, do this, else, do this. You can do the same with ranomizing things and setting a bunch of variables. Make a google spreadsheet or excel document as reference for yourself. Maybe your 5th column always has enemy info. If enemy = 5, set array.at(0,6,0) to 5. Then you can just call, change, and reference your different cells like that instead of having a gigantic list of variables. Just keep a spreadsheet around for your reference so you don't get lost.

  • Well some people do enjoy some of those games and some people really need the money more than they need to make the games of their dreams. But these smaller games make up a larger group of users so you see more posts about those topics.

    But once a lot of the bigger games get going, they don't usually need to ask as many questions, so you see less of those posts. And some of these larger games take a very large commitment so not as many get made.

    Mobile games with monetization are the current "thing", and many view it as a lower barrier to entry with less risk (they're right), but look a little deeper in the creation forums and you'll see stuff. Of course it's the usual list of Airscape, Penelope, Loot Pursuit, Shards, Dream Journey, and Courier, so the content is there. That other stuff is just trendy.

  • Courier is somewhere between 2500 and 3000 right now. No battling helps keep that down a bit.

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  • For the Scroll to behavior, you also need to set "Unbounded scrolling" in the properties for your layout to Yes. By default it is No, so the camera won't leave your layout.

    You should go to your particle and every tick "set position to another object" and choose your player and then choose which image point it should follow.

  • It's looking cool, you have a nice kickstarter video, and a lot of page content! I like it! I shared it on twitter and I'll try to back it before time runs out.

  • Oh, look! A waterfall! It looks even cooler in motion.

    Click for full size

  • Oh, look! A waterfall! It looks even cooler in motion.

    Click for full size

  • [quote:2ahux7gt] you may want to see some of the art resources in the rpg maker (vx/vx ace/xp) communities

    I have had a bad experiance with rpg maker but i looked for sprites and all i found were sounds! Thx anyways

    I said look in the rpg maker communities. Ie, forums. People there make endless spritesheets, tile sets, backdrops, and then whole generators for sprites.

  • I don't have resources I can really provide other than you may want to see some of the art resources in the rpg maker (vx/vx ace/xp) communities. To get you started, you'll likely want to use the 8-direction movement behavior on your character. If you're new to development, I recommend using the tilemap plugin and build your maps out of tiles like that. You'll need to familiarize yourself with arrays (or dictionaries) in-game for handling the large amount of data in most rpg's, and you'll need to come up with a good state-management system for yourself if you're going to make a battle system. It is no small task, but it's very rewarding to see it start to come together. I can't really provide a capx--I don't think mine would help greatly anyways since the game has gotten so large. I wouldn't expect anyone to pour through 2,500 or so events to learn things. But that also brings up a limitation you'll have with the free version--you can only use 100 events.

    Perhaps a nice route to go would be to make a few small prototype-style games (one to prototype moving around a town, one to prototype battles, one to prototype menu systems, etc) and take what you learn from those for creating the full opus.