MPPlantOfficial's Forum Posts

  • Hello, forum people

    I have a problem I am wanting to make 2 enemies with the same sprite plus each one with a different damage but not going there is how to do it so I am doing to save events because I have the free version

    Or it has to be two even sprites

    If you have a way to economize events and put several enemies with different speed damage please tell me

    I would be very happy

    -Make an Instance variables (damage, speed,...) for your choice sprite.

    -Create multiples of your sprite in the layout.

    -On start of layout [or when sprites are created depending on if sprites are being restored in your game] set the damage and speed to random(your min, your max)

    -Every Tick | Set the sprite's damage to Self.Damage or something like that. Same applies for speed.

    The more I learn about the deal, the more I feel like Lando

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    Meanwhile clickteam fusion 3 devs are like

    https://s-media-cache-ak0.pinimg.com/73 ... 8931e5.jpg

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    You could probably even get away with charging more for the first year if this was the case:

    Initial Payment $149 = Lifetime access to full features of Editor + 1 year Export License

    Further Payments $99 = 1 year Export License

    Very nice idea!

    - Free edition will be able to open any project in read-only mode.

    This seems like a dealbreaker for me.

    Come on, guys.

    Not even something limited but still able to create games just like the C2 free edition?

    You mean to tell me people who are interested in TRYING out C3 HAS to pay at least for the personal edition?

  • For movement you can simply use the "Custom Movement" plugin of C2 and for the trail, I already taught you how in the last thread.

    You're well equipped to create this now. You already have all the tools.

  • C2 = $98.79 one time payment

    C2+WebBased = C3 = $99 per year + your stuff stops working if you stop paying.

    ~Oh boy! What a deal! <3

  • 2 ways. First method is:

    Every X seconds| Spawn Trail

    But as you can see the trail is very smooth so maybe only spawn trail when the object switches direction.

    In this case, you would need to manipulate the Trail itself by setting the origin to 0 and then lengthening as the object travels. When the object shifts direction, spawn another trail and discontinue the lengthening of the previous trail.

  • "We want to be absolutely clear on this - Construct 3 will work offline! We're using the latest Service Worker technology to download the entire app the first time you visit it. Every time you visit after that, it will load directly from disk. So you can be offline, or have an intermittent connection, and you won't even notice - Construct 3 will keep working. "

    ^Sounds good then...

  • Hey guys. One of my main concerns of C3 (as of the time of posting) is the issue backwards compatibility.

    Sure you've said that there will be an offline version of C3 but being browser-based, I can't help but assume that just like any other website there would be many links within C3 that lead you to other URLs.

    Let me explain: In C2, when I select an object and I'm not sure how to use it there's always a "help" link which when clicked opens the manual in a separate browser.

    Now I'm thinking if I accidentally click a link in C3, the page itself would access a separate URL containing the manual. I'm thinking if this were online you'd already have an autosave feature.

    But if I accidentally click this link while I'm offline it would attempt to open the link but end up at:

    "ERROR: There is no internet connection."

    now hypothetically if I try to click 'back' it would also end up at "ERROR..." since I'm offline.

    Meaning all the progress I'd have made will have been lost.

    Now reading the blogpost here: https://www.scirra.com/blog/183/announcing-construct-3

    I stumbled upon this line:

    "And as we promised, Construct 2 projects import with high fidelity."

    This sounds very good on paper, however I imagine the resulting file when saved and downloaded will be something like: "game.c3" or something that is no longer capx. So I'm hoping there would be a great intercompability workaround between C2 and C3 so users like myself who aren't able to stay online 24/7 have the option of enjoying C3 online but when logging off switches to C2 to continue my project.

    Opinions?

  • Did you buy it very recently? If yes, you dont. Scirra is allowing people to buy C2 at $100 and that includes a 1 year subscription to C3

    if you bought it previously, you get a discount on the first year of subscription. I think its $50.

    Otherwise, C3 is currently $100 a year subscription based. One way or another, you have to buy---subscribe---to it.

    I bought mine last year. Will I be able to enjoy the privileges of C3 as well?

  • > So it'll be like Google Docs where anyone can add and modify events|actions at any time?

    >

    Yes, I'm not sure how it affects for my companions who do not pay the subscription fee.

    Well we'll just have to wait and see....

  • So it'll be like Google Docs where anyone can add and modify events|actions at any time?

  • Too early to conclude.

    While the current community has expressed generally negative feed their goal in the long run is to ATTRACT new buyers of the program. My only worry is the status of C2 by the time C3 is released but hey they say they'll continue to support it.

    >

    > > I can not afford such a costly subscription for something I use a few months a year as a hobby.

    > >

    >

    > Youll be able to use the free version of C3 that will cost you $0.00 per year.

    >

    if its the same as the free version of C2, that answer is everything but smart..

    +1

    If they're gonna go that route then least give the player the full technical capabilities of the program but maybe leave out only the Monetization part for the Licensed versions.

  • Personally I would create the tilemaps in C2, grab their JSONs one by one, then store them in a dictionary.json which you include as a project file and load on start - rather than writing events to populate the dictionary, which I think would mean you'd have to loop through the levels on start.

    Yes that's exactly what I mean't. Sorry my games haven't really been as complex to require the use of the dictionary that's why I'm confused.

    Using this dictionary, will it be saved locally when I export this game to Android/iOS or will users be required to download all info from a cloud?