C-7's Forum Posts

  • You can modify a lot of parameters for behaviors, both in the editor and at runtime. C2 also has one of the most flexible eventing systems I've seen, negating the need for quite a bit of coding (ie, you can do a lot you would have with code anyways). The SDK would be for if you wanted to code more abilities.

    C2 uses services like cocoon js to convert to native apps, so it'll be a little limited in that regard and will depend if those plugins support what you'd like to do. C2 has a lot of windows 8 support, but I'm not as familiar, so ill defer that question.

  • Yeah, Kickstarter is really more effective if you're already big/successful. IE, you might not need Kickstarter ;-) But I couldn't get pretty much ANY sites to cover Blight (one or two very generous small blogs), didn't get much response on forums, and did pitifully with an alpha release attempt.

    I really hope your project keeps going! It looks fantastic. Blight will have to wait for me until I can get something else successful--I simply don't have the money to get it done in a reasonable amount of time (thus why I needed funding :-P).

  • Your project looks fantastic, and it's a shame it's going so slow (KS, that is). I had a similar experience, though you got further than I did. It's really just a nightmare trying to get traffic and visibility :-/

  • If nothing else at all, your concept art looks fantastic! Those are some really solid mech designs, and I look forward to seeing the rest of the game with your visual ideas in it.

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  • Trailer:

    Video Features:

    Systems:

    Meet Lorin:

    Texturing:

    Speed Mapping:

    The Beginning:

    Twitter[/size]

    Courier is an RPG made with Construct 2 that lets you explore and interact with a large fantasy world. But you're not the sword-swinging hero, and you're not the mystic sorcerer. You're the peaceful Courier, making deliveries and helping all in the land. You'll traverse many towns, locales, landscapes, dungeons, caves, and much more delivering items for the characters in the game world. Along the way, you'll help them in their daily lives, influence their decisions, and unravel a plot to bind the Kingdom of Veilend and cripple its outreach. This all takes place in a dynamic, ever-changing, ever-expanding world that always has new things to discover and new places to go.

    You'll deliver items, visit places around the world, solve environmental puzzles, traverse dungeons, and unlock the secrets of a sinister plot hidden within. Your decisions, along with the passing of time, will change the world and what its inhabitants do. Secrets hidden in dungeons will open new paths in the outside world, solving environmental puzzles can gain you access to whole new areas, and the main quest deliveries will help you delve deeper into a secret evil binding the Kingdom.

    By the way, you can play as either a male or a female.

    Click for full size

    After a brief introduction, you start the game with your first assignment of delivering a package to the mayor of a forest town, but the entrance to the town is blocked off by a mysterious rock slide soon after you arrive. Once it is cleared and you can get out to explore the rest of the world, you'll discover many similar events have happened all around. Bridges have been knocked out, town entrances have been blocked, lifts have been shut down, and travel routes have been disrupted. Someone or something wants to hold back communication throughout the Kingdom, and it can't be for a good reason. Uncovering these paths lets you gain access to more deliveries to build up your career, and open communication can slowly be restored. But there still must be a sinister plot underlying these events, and that is your task to uncover.

    Courier features a large world, nice visuals, and a fully interactive and high-quality soundtrack. It will release via Node-webkit on Windows, Mac, and Linux.

    Look for more news in the coming weeks!

  • I'm not near a computer, so I can't check if C2 has access to the current date/time (I know JavaScript does), but that would be an easy way, save for people changing their system clocks.

  • Just as a side-note, I did end up solving the previous problem with stuff leftover from previous animations. Anything that would have been a new object, I just make it a frame change of a previous object. Ah well, no biggie.

  • edit: oops this towards C-7 problem.

    I know what's going on here. I'm just not entirely sure how to fix it.

    What's happening is that when the animation sprites change the old versions are being left behind. I suppose what you can do is make sure they are hidden. I haven't used Sprite in C2 yet although I plan too. Sorry I can't help more, but your capx is for 115 and for me I avoid using beta's until there is a required feature for my game.

    um. If you can't hide the last sprite change you can try spoofing the problem by pushing the last draw of the last sprite frame to the outside of the layout. Then start back to it's proper position the next frame. That way the sprites of the last direction are still there, but wont' be seen. However, this is an ugly hack job :|

    Sorry about the r115! I updated to see if it might, for some reason, be fixed in it. Yeah, it's the leftovers, but there aren't really "frames" that I can get rid of in any way. It has keyframes, but those are just coordinates. It does its positioning through the animation as milliseconds (and then scales them if need be). Other than me using 4 scml's for it all as a workaround, it seems like I may just need to wait for an update. It could just be the issue of objects in one animation not being present in another. Like the objects left behind are probably the ones not carried over to the turn, so it has nowhere to move the objects and leaves them there. I hope its a simple fix whenever it gets addressed!

  • Yung I don't know how complex of collision you need or if it must change per frame, but i just circumvent it by having an invisible solid box with my movement and tying the spriter character to that.

    BluePhaze you can do that now, it just isn't quite as simple. Go to file>save as png (away from computer, may be called something else), resize the box, and it will export every keyframe. It may not be all you need, but it's a start.

  • I apologize for the double-post, but I wanted to separate my problem from my previous response.

    So I'm running into a strange problem with C2's Spriter implementation. I have the scml set to the position of a box sprite. That sprite has 8-dir movement. I use keyboard input to switch scml animations, and it works fine for moving from left to right. But if i switch to vertical movement, it leaves an after-image of at least SOMETHING. I can get around the after-image by, on startup, destroying the sprite object and then recreating it (thus, only one on screen). But then NOTHING shows up going up and down. Side to side works perfectly, though.

    I made a stripped-down project just to see if there was any interference. Nope, same thing happens.

    You can see the problem here: http://www.adamprack.com/spriterbug/

    CAPX: http://www.adamprack.com/spriterbug/spriterbug.capx

    I'm not sure if there's anything I'm doing wrong. And there aren't any errors that pop up, either.

    Perhaps the "every object on every frame" applies globally and not per-animation?

  • Need some help with the import process.

    I tried it with lucid's monster example, and just by dragging the scml file, Construct imports it perfectly, creating all the containers and events. When I tried mine, it just creates the scml file without importing the sprites.

    I tried to link it manually then but I got an error when I tried to run it.

    Lucid: Any updates on Spriter? I would love to use with the plugin for my current project. If not, there's gonna be a lot of workaround.

    Thanks!

    I got that problem until I went into Spriter and gave a name for each object in the Persistent Objects panel. Double-click on the object, a little box appears, add a name. Rinse repeat until they all have names, then delete everything from your C2 file (the family, the .scml, the images, the files) and re-import it. If they show up in the editor, you have them named. Otherwise, you missed something. I hope that works!

  • How I've always gotten this to work is using a global something like this:

    On Key Pressed

    Global Variable 'Cooldown' set 'false'

    --------

    Set value 'Cooldown' to 'true'

    (Fire stuff here)

    Wait 0.5 seconds

    Set value 'Cooldown' to 'false'

    I'm away from my computer so I can't check C2 for exact verbiage, but that should work. A few things to note, if you use touch input or 'if key is down' add 'trigger once while true' to your conditions for something like this or you'll get strange problems sometimes for events such as this. Let me know if this way works for you.

  • I am wondering if there are any rules on kick starter? Many projects have way to high goals. What if they just use $2000 of $10.000. Is there no transparency? Do they just get the funded money on their balance? It seems kind of insecure. This question keeps me away from backing projects.

    You name what you think you need for funding, but you only get it if you reach your funding goal. Otherwise, you get nothing. But ALL funding options are risky. They're investments in the project, and, for some reason, people think investments always turn out in their favor. You are voting with your dollars that the project could and should succeed. The project leaders then must try to make it happen and are granted, presumably, the funding they were lacking. There is always a chance they will fail, but that isn't the intention (hopefully!).

    You can be wary of supporting kickstarters, but you generally do get some neat stuff with it all that you couldn't otherwise. And you get to give meaningful support to projects that may not come about otherwise.

  • part12studios I don't know how to differentiate between phone and tablet browsers (and my games haven't needed it yet), but you can definitely differentiate between desktop and mobile with the "is on mobile" condition (and then right-click to invert it for the opposite). I have certain icons relevant to touch screens only appear on mobile, along with mobile-specific messages, some optimizations and graphical downgrades, and a resolution change. The only problem you'll run into is that not everyone has a phone/tablet with as nice of an html5 renderer as said devices. Luckily, that problem should/will go away in the future, but for now you have to be careful because the browser won't work quite as well as an app and most phone users won't understand why.

  • Merry Christmas, everyone! I look forward to what everyone makes next year!