C-7's Forum Posts

  • I don't see why not. My RPG isn't tiled-based, and I've had no problems. So long as you recognize a lot of work goes into producing games like that, it should be just fine. I wouldn't target mobile with it, by the way,

    Click through some of my videos to see what I've been able to do.

  • The initial loading you're seeing is because it must load in the assets for your loading screen before it can show it. I prefer setting it to black for this very reason. Keep your loader layout light-weight, and that initial load will be shorter. As far as only going to about 30%, I have no idea without seeing your capx, unfortunately. Are you checking the loading progress vs 0 through 1.0?

  • 1: I might consider finding a way to do this all without including the player/enemy widths. It sounds like your frames are different and that's causing the issues.

    2-3: You can use clamp to force it to stay within a certain range. That will give a lower and upper limit. If you're trying to just make it not zoom so far the edges of the map show, you could add a condition that compares the edge of your layout to the viewport edge. Don't zoom out any more if they're too close, for instance. I'd type out psuedo-code for that, but it's tough without knowing your layer and layout settings, but I think you should be able to whip something up from that.

  • Yeah, in this instance, use "is overlapping". Remember, that's called continuously, so you need a sub-condition to make it do what you want.

    This could be something simple like a private variable on the enemy. Call it something like "stunned". Also, keep track of the player state for future expandability. So give them a variable like "dead".

    if enemy is overlapping player

    and If enemy variable "stunned" = 0

    and if player variable "dead" = 0

    -----> Set player variable "dead" to 1

    -----> Do you death events here. When it's done, reset "dead" to 0.

    That way, it will check if the enemy is both overlapping the player AND if they're not stunned. Once the event happens, you set the player to "dead" = 1 to stop the event from being true a second time. You could modify that pretty easily to add health, too, with an "invulnerable" state/private variable for the player.

  • This may not be the most ideal way to do it, but it should work. Have a small, invisible "spawner" object (just a sprite). Every few seconds, set its position randomly within whatever range you're looking to use (set position X: random(player.X-1000, player.X+1000) and so on). Then, check if it is overlapping a water sprite or water sprite family. If it is, immediately reposition it. Then, right after, if the object isn't overlapping water, call a function or event to spawn an enemy at that location.

  • You can re-size it in the image editor inside C2 (where you imported the image). This won't look fantastic, but it'll work. Really, you should probably redraw it the size you want it.

  • Have you tried adding the browser object to your project? Make sure the mouse or touch objects are there as well. Then, on object clicked or touched, you can use the browser object to launch a url.

  • It's a cool idea, though I doubt it will be implemented. I get around it by using the z-order panel. Click where you want to and it'll list every object that is overlapping whatever you just clicked in the z-order panel. Then, just select what you actually wanted from that list. Middle-click back on the viewport window and you can nudge the object with arrows, but even without that, you can change the object's properties in the property window at that point. It isn't quite as simple, but it works pretty well (and my scenes get really complex).

  • I'm assuming your crosshair is just on top of the screen and likely wouldn't need to go around things (why would it?). You need to set its position over time. I'd, personally, use lerp for this.

    If --compare two values-- Distance(player.X,player.Y,crosshair.X,crosshair.Y) > 5,

    Then crosshair>set position> X: lerp(Self.X, player.X, 3*dt), Y: lerp(Self.Y, player.Y, 3*dt)

    Change the "3" to change the speed of the effect. The "5" up there is a small deadzone at your player's origin--technically not necessary.

    This manual entry will explain those system expressions a little more if you need it. The gist (for these purposes) is it will slowly move towards the player and decelerate as it arrives (side note: technically, it will never arrive, but you can just round it off when its close enough). You could use fancier ways to get it to move, but this is a simple way to give a constant, smooth motion towards a target.

  • Man, I love your visual style and concept! It's great seeing another different kind of adventure! Great concept and it looks like it's built wonderfully. I'll share it around as much as I can, I hope you're successful!

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  • Here's an updated look at the characters in the game! You can play as either a male or female mail carrier, of course.

  • I wouldn't get too excited.

    It seems that Microsoft wants apps, not games. Game development will still be restricted to certain devs.

    http://arstechnica.com/gaming/2016/03/u ... not-games/

    I don't see how that's a problem. Didn't we know all along you'd have to go through IDflr@XBOX? The point of this is that your game is deployable to the console. The red tape is still the same as it has always been, though.

  • On your UI layout, click on the UI layer and go to the properties section and set it to Global - Yes

    Now, on your level layout, add a layer called UI and do nothing with it. The original global layer will overwrite it.

  • I tried doing just 4 ala Link to the Past for a while. That was the number one complaint previews of my game received until I took the time to do the rest of the animations.

  • I have a new video development feature out! This time around, I'm showing how some of the systems in the game work and how they're implemented. This includes side-by-side views of code and gameplay, so check it out!