EpicRaid's Forum Posts

  • Hello,

    I'm currently going crazy over something. I have problems with collision detecting.

    I tried using different images, even simple blocks for the enemy, but the player torpedo's just won't hit the enemies no matter what. U96 (enemy) is creating the problem.

    U99 works just fine. Could it be a bug? Or can Construct 2 not handle two objects colliding with the same object? Torpedo3 is the object colliding with U99, U992, U96, and U962. The latter two just won't be destroyed upon collision (which doesn't seem to happen).

    What things are there to check to see what's the problem?

  • Thanks for that link. Didn't know about Scirra's store.

    Are you talking about AudioJungle, exceeding the 10.000 'copies'? As far as I could make out of their terms is that such applies to games that are being downloaded, like from Steam for example. I could be wrong though, gonna email them to be sure. AudioJungle sure has top notch work and the pricing is low compared to other (crappier) sites.

    In any case, breaking 10.000 plays/downloads of your game appears to be tough, judging from what people on the forum say, so if you do get it done could one consider a game to be succesful? If so, then paying an extra (double price) license isn't much I guess, considering your game plays will soar anyway. But that might be perhaps a bit too much on the optmistic side.

    I think we don't have much choice - I guess we just need to work hard on our games, and make sure their worth playing, hopefully covering audio costs. Honestly I don't think anything like $5 soundtracks exists that also have a full commercial license. Would you? Create one-time tracks for $5? Take into account that the maker put his life's hours in, maybe even bought special equipment, and share revenue with the channels that distribute their tracks. When you start to take that into account then some sites offer seriously good tracks at a bargain.

    Making games is basically a business model like any other. Maximize profit and minimize effort. Not saying we should make crappy games, but rather learn to work efficiently and earn enough to make profit so that audio won't be an obstacle anymore, since we can cover the costs with revenue.

    I'm thinking for my games, is to start simple, not try to get everything perfect where it's not possible. If you go to AudioJungle you can see how many times a track has been downloaded. Choose the one's with a lower price, that still have low downloads. What are the odds that if a track has been downloaded three times that it will be used in a game, and if so, a game similar to yours, plus, would that person even remember that soundtrack? Maybe he played that game a half a year ago never to remember it again. Heck, who says the track has even been put to use and wasn't an impulsive buy?

    • R
  • I came across this guy on Fiverr too. At first I thought $15 wasn't much for a song. Until this topic I didn't notice the commercial release that's basically required if you ever want to earn from your game.

    Making the game itself is relatively easy and I'm quite good with graphics too, but getting original sounds and music is the hard part.

    What does royalty free music cost anyway per track? Does anyone recommend any sites I could take a look at?

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  • Hello,

    thanks for your quick reply.

    I tried following your instructions, but can't find 'add dt' anywhere. Where is it located? And how do I go about combining it with the code I showed in my original post?

  • How would I go about applying the timer behaviour? My game is almost finished, can I also post some more info instead, what would you need?

  • Hello,

    I currently have this going:

    Event:

    Enemy > Bullet distance _> 190

    System > every 5 seconds

    Actions:

    Enemy > bullet speed to 0

    Enemy > spawn Bullet on layer 1

    Now the problem is I am spawning the enemies at specific locations on X, but the system only checks the bullet distance every 5 seconds. However, I do want the Enemy to fire every 5 seconds, AND the Enemy bullet speed to keep at 0 after 190 pixels travelled.

    How can I get this done? Right now the enemies are stopping at random heights.

  • volkiller730 Thanks for that debug tip. I'm using two text objects the only difference is that they have different font settings because it's required for the menu.

    edwardr Ok I tried doing as you did and added an extra layout. For some reason, it does work now. I copied everything from the Restart layer to the new Restart layer and now it works! I have no clue what just happened, but it's working now. Thanks!

  • Hello,

    I did as you told but not sure to which layout to add. It did work text was set to 10 on layout 'Level 1'.

  • Thanks for the tip. Can I remove the attachment later on though? Some forums don't allow this or the time expires for editing a comment.

  • Hello,

    I can't open the .capx it says I don't have that version. I'm using the latest stable version.

  • Hello,

    I used set Text for the text objects. They're not in a group.

    Ok so I still can't post any URL's yet for the .capx. I'd PM you or send it via Skype or something but even that requires 500 points and there are no other contact options on your profile. (Forum said I should choose that as alternative)

  • I thought I would be able to call a global variable throughout different layouts but for some reason I'm not able to.

    I have one layout 'Level1' and a layout 'Restart'. On Restart I am showing the final score.

    I have a Text called 'Score' on Level 1. When the level is over, you go to layout 'Restart' where I want the Text Score2 to show the score of text 'Score'. I use the code

    "Score: " & Score[/code:2zsxhuii] for both text objects. I have applied 'get Text' for every tick to both text objects. Global variable is named 'Score'.
    
    I can't figure out why it's not working. Even copying text object 'Score' to the Restart layout doesn't work. It just says 'Score:' and doesn't show the actual score, not even the default.
    
    I tried putting 'Score2' on layout Level 1 and now I it does call it. For some reason, it just won't set the Text of Score 2 to the score of 'Score' on other layouts.
    
    What could I have done wrong?
  • Is there a way to spawn new objects so they are clones?

    Because right now when you use global variables to set 'enemy destroyed' it will destroy ALL enemies that are on the layout. I'm trying to use a health system for the enemies and player spawned objects.

    So basically you can spawn objects by clicking a button. These objects move to the enemy. Enemy can also destroy player objects and is moving automatically towards the players base. Enemies are spawned every x seconds.

    My problem is that I now need to make infinite copies of all moving objects and copy their conditions and actions as well (make them unique for each) plus I would need to make them all interact with eachother, almost infinitely. I'm pretty sure this isn't supposed to work like that.

    If any could tell me how to spawn unique objects or clones that'd be great.

  • "Make a character walk on slopes and adjust angles appropriately" by Wazza

  • Hello,

    I tried this one: The .capx is in the comments. I noticed when you jumped on to the sloped area, and go back it gets buggy from there. I can't post a URL yet unfortunately.