EpicRaid's Forum Posts

  • I think the style on the left looks best. It looks more professional and '2015' if you ask me. Pixel art is also great, but I feel that the smooth style is more lineair with modern games, so I think you would attract a much broader audience indeed. Pixel art seems to be more reserved for the pixel art fans.

    I really do like the smooth style character, I think you did an excellent job there, it looks magnificent. This is going to be a ninja-type of platformer? If you could get the environment and other characters to look just as great, I think you've got a great start for a game!

  • It seems that your Google Play link is broken in your first post of this topic.

  • Well, as someone commented on Kongregate, increase font size. Also, the graphics have too much contrast, and everything's a bit.. blocky. What annoyed me was that you had to repeat certain events too many times. Shooting 5 times in different gaps to open a door and going back and forth to get a bomb is really annoying and tedious.

    You'll need some sort of twist to make that more exciting and rewarding. Also, the game is in Spanish. That doesn't do well on English websites.

  • Yeah it definitely looks and seems to play great. Also, you seem to have a lot of positive ratings for your game as well, good job on that. What's your profit plan?

  • I checked your demo but don't find it particularly exciting. It looks a bit too much like all other platform games. You just jump on and evade other cats and collect pennies. The mask thing is kinda annoying though playable.

    And yes, graphics could definitely use an upgrade, perhaps more shading.

  • lennaert Allright so I add for example 'Selected' as an instance variable to two lots. Then add as a condition pick by comparison to Lot1?, 'Lot1.Selected', but what do I enter as the value? I'm trying to figure out how to implement this in the code I have above, but am unable to figure it out, how would you structure the code?

    And do I also still need to use global variables with this?

    edwardr Yeah I read about functions, and wanted to apply it, but Lot1 and Lot2 need to do everything differently (using the next number in line every time) so I don't see how I could use functions to overcome duplicating groups and replacing the objects with the next number in line.

    I searched the web and Scirra's store for examples of simulating menus/selections, but didn't find anything that resembles what I want to make. Would be great also if someone could point me in the direction of learning what I'm trying to make!

    In any case, thanks for your help so far.

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  • Thanks for your reply, I wasn't familiar with booleans yet, it worked real nicely!

    Now I'm just facing the issue where I am selecting between different lots. For example, if I click on vacant lot 1 and then vacant lot 2, the buttons stack from each lot. If you press the buy button they both disappear and two times the appropriate amount of cash is subtracted. So what I need is only one lot to be 'selected' at the same time. I suppose I could destroy all buttons but that one, but even with families seems like a heck of a task which I can't really figure out how to handle.

    Or, perhaps use variables to check whether a lot is selected, but it seems like one will end up with 30 (amount of lots) variables per event.

    Here's what I got:

    [attachment=0:3btcnlgd][/attachment:3btcnlgd]

  • Thanks for your reply.

    I've put the homes in one animation, but am running into problems creating and destroying buttons. See, I have an event where I create a buy button when a vacant lot is clicked. However, if you click the vacant lot twice in a row, it'll create two buy buttons overlapping eachother. How do create only one buy button when the lot is clicked? Or some other way.

    I tried for each, but that doesn't work for the game, I'd like the player to be able to go back to the vacant lot and click it again, only without creating the buy button over and over again.

  • Hello,

    I am making a small tycoon game, where you can buy land and build homes on them. Also, you can sell or rent out the homes. Now I was wondering how does one handle all this? Forgive me for asking such a broad question, but what I have for example is this (which appears to be totally futile);

    [attachment=0:2roqsvx3][/attachment:2roqsvx3]

    Problem is that I am getting the idea that I will need to be creating dozens of layers, since each lot could potentially have a different type of home and will each need a unique menu to set the rent and sale price.

    If anyone could point me in the right direction, perhaps even to relevant assets on the Scirra store, or tutorials or otherwise help me out, that'd be fantastic. I finished all of the artwork for the game, now I just need to get the back end working.

    Thanks in advance for any help.

  • Hello all,

    I'm currently creating a real estate tycoon game. I've pretty much have the artwork done.

    I'm wanting to create enough depth to make the game exciting, yet it should be easy to learn the ropes and not be too complicated.

    Personally I like games that are intuitive, and easy to pick up, but have enough depth to sustain gameplay for a longer period of time.

    I'm especially curious if anyone has any experience with (real estate) tycoon games, and how to create that intuitive gameplay and enough depth at the same time. I'm not asking anyone to join me in my project, but just looking for some good tutorials I should look at, and advice for general good practise when creating a real estate tycoon game.

    I already did look at a whole lot of other real estate games but don't generally find them too simplistic in gameplay (flipping houses with one mouse click for example) or too complicated where you must go through a 100 steps to flip a single apartment and/or games with no option to construct your own neighbourhood.

    There are some nice games out there though, but not many and they generally don't do what I'm looking for. Hence I'm creating a game myself.

    Ok so, what I'm thinking of doing so far is allowing the player to create his/her own neighbourhood and sell or rent out his/her properties. Then once you've earned back your investment and turned a profit, build a new house or destroy properties in order to construct new houses that are much more profitable.

    New ideas are welcome. Don't want to take too much at a time though, as this is my third game that I'm making. Also, I'm not quite sure yet how to build the menus and ingame options yet, I'm thinking of a big bar at the bottom and a smaller one at the top for time, money, income, and other stats and the big bar for constructing houses etc.

    -R

  • Actually, I'm not using Chrome but Firefox. Also, I'm not just talking about old games, but like I said, even games uploaded a few weeks ago won't load at all.

  • Seems like a lot of games on the Arcade are not working. Heck, not even games from 2015 seem to load. I'm not the only apparently, judging from the comments on Scirra's Arcade games.

    What's going on? Is there something issue with the Arcade at the moment? This will only produce bad ratings for the games.

  • Not sure which one fits your needs best. If you want to make some pixel art you can use Photoshop but for anything with complicated shapes its better to use Illustrator, it has so many options to create shapes. Photoshop then again, does have a lot of filters you can apply to your images or heck, even create patterns and effects with a few simple actions.

    For me, Photoshop was easier to master, I never really mastered Illustrator fully, so I personally stick to Photoshop for the time being. So Photoshop for effects and pixels, and your needed cropping, downsizing, Illustrator for shapes like characters, vehicles and whatnot. I'm sure someone has more to say about this, but it's best to judge for yourself what the programs can do (search Photoshop/Illustrator tutorials) and see if their capabilities fit your needs.

  • Hey thanks, is this about improving events?

    The examples seem to be missing on that article though, they just say 'Function example 1' etc.

  • Ok so obviously you always find it right after you post a new topic.

    Turns out the polygons for the enemy graphics were all messed up. I never knew about collision polygons.