lionz's Forum Posts

  • No you said pushed so I used pushed What I mean is don't just trigger it once because it will moveTo the x,y at the time it was pressed, you can use every tick to constantly moveTo the object position. If you want it to constantly moveTo the object after a button press you can toggle a variable, if pressed=yes then moveTo object.

  • Yes I've encountered this before. You'll need to put a touch to play screen or something similar in before that intro movie. From ze manual :

    Mobile limitations

    Safari on iOS and Chrome for Android share a limitation in playing music. While sound effects can be played at any time, music is only allowed to start playing when the user touches the screen. This is a limitation in the browsers themselves. As a result, if you play music on the start of layout, you may find in these browsers it does not actually start until the next touch.

    Safari on iOS has a further limitation that no audio can play at all until the first touch. In other words, audio starts off muted and the first touch unmutes audio playback.

    Usually you do not need to handle this in your events. If you try to play sound or music on 'start of layout', the audio object will automatically queue it up for playback the next time the user touches the screen. However you should be aware of this when designing your game. If the first touch changes layout or stops the music, then the music may never be heard. You may want to start playback then encourage the user to touch the screen with a 'Play' icon or something similar.

  • System save will save the current state of the game, like it's a screenshot, so will jump back to the exact point where it was saved. If you're talking about loading background data then look at local storage, there's the manual and plenty of tutorials about.

  • Rather than trigger it once on the button push just moveTo the object constantly so it updates the right location. Or you can use pathfinding to make your way to the object.

  • If for some reason you want to set up something where you show only when the variable changes you could use a comparison variable.

    Var1 = 20. (changes)

    Var2 = 20.

    If Var1 is not equal to Var2, set text to Var1.

    Set Var2 = Var1.

  • Set text to variable every tick always shows the current value of the variable, is that what you want? Or do you mean update it ONLY when it changes?

  • I would do it by having the GV for speed set to self+random(x,x) and then with the on created disc event have the speed initially as (50,80)+GV where GV is initially 0 but then increasing to a random amount on every number of discs destroyed. That way also if you want to have different speeds for different discs or for example, destroying 10 large discs only increases the speed for large discs, then you can have seperate GVs, so speed is (50,80)+GV, (60,90)+GV2.

    To break it down....

    Created LG disc at speed (50,80)+GVspeed

    On (GV)LGdestroyed=20, set GVspeed to self+random(5,20)

    Now when a new LG disc is created, speed is set at random(50,80)+random(5,20)

  • > Yeah I like that style but tough to make in C2. I've seen some examples about for isometric, usually very complex. I'm trying a standard top down view for mine.

    >

    Yea, the math required to fake a coaster going around a simple loop in 2D is a bit extreme.

    Well in C2 I would've just played sprite animations of rides. I know the isometric view is possible but I don't think I'll look into it yet. I've decided on an RTS now anyway as it's open to changing the theme to something unique.

  • Look at my second response in here, it seems related :

    You probably need to go to the On Created events for this, since the discs will be created with a set speed. You can set the speed there to a global variable and have this increase when a certain number of discs are destroyed.

  • Nope, layer irrelevant, just if it's touching. Small chance it could be the collision boxes if it's not working, make sure the wall and the enemy have proper collision and that they intersect and that collision is enabled.

  • Enemy on created, if Enemy is overlapping wall, destroy Enemy, create Enemy at random(x,y)

  • For browser based you're probably looking at ads only model for revenue. You said you want to make an 'epic' game though so if it's big enough and good enough then try and get it greenlit on Steam.

  • Here you go: https://www.dropbox.com/s/004nkes7fv86y ... .capx?dl=0

    I set up an ID so if you are in starting layout, ID is 0, layout B, ID is 1, layout C, ID is 2 etc. When you enter a layout it checks your ID, which will be the ID from the layout you just left from. So if you exit to the right at the start into the second layout, your ID is 0. It checks this and spawns you on the left if it is 0. If you enter the same layout from the right hand side (layout C) your ID will be 2 from that previous room. It just does a simple check, 0 or 2 and spawns in correct place. After the checks are done, it then sets your ID to the current ID of the room. When you then go into the next layout C it will check if your ID is 1 or 3, 1 being from layout B and 3 being from a future layout D.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I can't think of any other place indie developers would go to except maybe GOG.com, which allows game submissions. Steam isn't a hassle at all, you post the initial teaser up on Greenlight, get it upvoted which is usually the case if it is half decent and then tell them when it is going to be ready. If you think you can get thousands of sales then Steam is probably the place.

  • Well Steam is the main one for distribution, they take 30% of sales but you keep the rest.