lionz's Forum Posts

  • Getting through Undertale on Steam, which I would recommend to anyone. Funny RPG!

  • Just wanted to get someone (anyone's) thoughts on this game idea then I might go ahead with it.

    I wanted to combine the god-like abilities, construction and stats from a rollercoaster tycoon type game with survival horror.

    Basically you start off in a room, zombies are trying to push through a door, which is on a timer. Eventually they push through and take over the room.

    The game plays on a map with rooms that become visible as soon as the player enters across into it.

    You start with a key which unlocks the next long corridor, which the player can then move into by selecting the character and pointing at the room, simple enough so far.

    The next corridor has doors that show the outlines of various rooms. Now zombies are attempting to break into the corridor, having taken over the first room. Points accumulate (or something of that nature) that allows the player to build various rooms. The character is waiting for you to build one or they will be killed by the zombies. When you have enough points, you build a new room but you can select any of the outlined rooms then the character can move into it. Also thought of incorporating an idea where you can destroy rooms that you don't need to give you a quick points boost and build other more advantageous rooms for the situation.

    Along the way you come across other survivors with varying abilities i.e. a scientist guy 'ponders' and researches rooms so you can see what the outlined ones are going to be before you unlock them, and he also discovers hidden rooms if 'pondering' for long enough,. a musician guy that uses his guitar to slow down or distract the zombies, possibly a guy who just has a gun to take out zombies giving you more time but has to locate ammo quickly before rooms are lost.

    The point of the game is to unlock the rooms against the clock, move characters to the right places so they can level up their abilities. They wait for you to build the rooms and tell them what to do.

    If characters stay in or are trapped in a room by zombies then you see a 'CHARACTER WAS LOST' thing show up, as the room fades out and is 'lost', overtaken by zombies, such as in the very first room. So you don't need to escape with everyone but losing them can lose some abilities.

    In the end the outcome of the game is a rating based on who was rescued, time remaining, achievements based on finding hidden things.

    i also thought of designing the game where the first main character can complete it just by doing nothing other than walking through the level doing nothing special, but obviously you miss out on most things and get a wuss rating so you don't even pass the level - but it's still possible! : D

    So what do you think? Anything to add? There was something kinda fun to me about a character stood calling the player a 'muthafcka' whilst waiting for you to build a room for him to move to so he isn't left to the invading zombie horde.

  • I'm entering. Is there another Ludum Dare post or something? I would have expected more users to respond. Good luck!

  • Hi, i've not been on in about 2 years but I'm checking back in to work on an RTS.

    I like to help people out on the forums as well so will get back to remembering how to use this thing.

  • Disable collision on the buttons you don't want to be clicked. Send the .capx file if you want, this should be easy to do.

    Sometimes for this kind of thing I like to set up a global variable for MenuButtonEnabled, which has values of Yes or No. Where you have the 'on click' actions for each button, put these actions under when MenuButtonEnabled=Yes. During the 3 second timer when Play is clicked, set MenuButtonEnabled to No.

  • Just change size of the sprite every X seconds. If you want it really specific then reduce by 1/10 or 43.2pix every second?

  • (event) Pinned object "On Collision With" Stones

    (condition) For Each Stone > (action) Add 1 to Isolation

    To check if it's working correctly, create a text object and set text to (""&Isolation).

    This will display the Isolation variable so you can ensure it is calculating the correct number of stones.

  • Easy way is to create an invisible object that pins to the Fire (make it the size you want for the detection radius) and then have Isolation as the number of stones being touched/overlapped by the invisible object. If it's any more complex than this then we'll need some more details on what the stones are..

  • backed with 8 hours to go phew gratz

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  • Hello, sorry not been on in a while. Here's the original file https://www.dropbox.com/s/yqt4b5tvl7znl7o/rpg2.capx

  • Top left tool bar, give the overlay the property 'Global : Yes', that will stop it being destroyed between layouts and needs to be created only on the first layout.

  • I know what you mean but this is maths, not C2 related.

  • Set up a function for boost something like when boost is triggered (space bar)

    Play animation frame(0)

    Wait 1 second

    Play animation frame(1)

    Wait 1 second

    Play animation frame(2)

    etc.

  • I am assuming the persist objects you refer to are just in each layout by default and they get destroyed?

    You can create any object using the system events so on the reset command you would just create everything again.

  • What type of game is it? I usually just have a main menu screen that resets everything. Objects with persist behaviour should return but probably in their original locations or is that not what you want?