OddConfection's Forum Posts

  • Does anyone know how to take that nw.exe file and make it something that looks more finished instead of having it buried in a file? Is there an easier way to make the EXE accessible?

    You mean like an installer? Try Inno Setup - jrsoftware.org/isinfo.php

    And finally has anyone published on Steam? What are the next steps I would need to take to prepare it to publish it?

    There aren't really any special steps you need to take to prepare your exported files, they will work as is for Windows on Steam. Linux there is an extra file needed not included in the export, don't know about for Mac.

    As for getting it on Steam, basic steps are:

    • Sign up as a Steamworks partner (https://partner.steamgames.com/). You will need tax, business and bank details to set up fully
    • Purchase your appID for 100USD
    • Set up your Steam Store page with info and images (requires approval)
    • Download the Steamworks SDK and use that to upload your build

    Build will need approval before release,which is mostly just checking it works and matches the store decription

    There is documentation and a developer forum available once you've signed up.

    If you want your game to be successful on Steam, you'll need to look into marketing and promotion.

  • Thanks for the key.

    Using:

    N0DDL-2AAWD-MGXHH

  • Ughh how confusing and not nice that is to take a whole %30 of each copy sold!

    30% is common for most digital retailers, but that covers hosting and distribution, as well as processing payments and handling refunds. You could do all that yourself with your own website, but it takes time and money upfront to get that sorted.

    There are other things to consider as well that affect how much you'll get paid.

    In some countries (Turkey, Russia, China, etc) the price is 50-70% less than the USD price, then there is sales tax/GST/VAT that might apply and could be up to 20%

    So, worst case scenario all purchases of your game are in the cheapest country and sales tax applies, before Steam even takes their share

    ((($5 - 70%) - 20%) - 30%) = $0.84

    That would be around ~120 copies to get paid $100

    That's not even factoring discounts, and most of your sales will come when the game is discounted.

    Then there might be intermediary bank fees, which could be something like $20

    And if you're not from the US, then there could be fees for recieving foreign currency, e.g. $10

    So now you want Steam to send at least $130 so you get the equivalent of $100 after bank fees, meaning you need to sell ~155 copies

    Back in February 2018, the average sales per new indie game was ~50 and it's trending downwards

    gdcvault.com/play/1024976/Let-s-Be-Realistic-A

  • Use the Anchor behaviour to have them maintain position relative to the top and left of the screen, and put the GUI elements on a layer with parallax 0,0 so that they don't flicker as you scroll the layout.

  • Hi. Unsure what I should use for animations? With dragon bones you can convert to png, then just add in as separate spritesheets.

    I have just read you need a plug in with spriter.

    Unsure what I should use. Any thoughts?

    Thanks

    You can export to spritesheets from Spriter too, you don't have to use the plugin, but using the plugin means a smaller memory usage, the ability to swap body parts, and tweened animations instead of just keyframes.

  • Remove the Go to Intro Scene action, it should already be there from setting it as the first layout, you're just constantly telling it to reload (which restarts the event sheet) and that is why it's freezing and never going to the menu.

  • Do you only set TextGem text to Score in the event where you collect gems?

    Set it on start of layout as well, otherwise it will just show the default value until you collect the next gem.

  • Sign up as a Steam partner at partner.steamgames.com

    You'll need banking details, tax information, etc to complete the digital paperwork and you can find more details at partner.steamgames.com/steamdirect

    Once you're set up, you pay a fee to get an appID which let's you set up a store page (requires approval before being made public) and a game build.

    The game build needs to be approved before release too, but the testers basically just make sure it runs and matches the store description.

    Once you're signed up there is a lot of documentation and a developer forum if you need any help.

  • In my games I have a slider for Music and Sound volumes (affecting variables MusicVolume and SFXVolume), going from 0 to 10

    If it's 0 I stop all sounds or mute the music, and have a check to only play new sounds/music if volume is above 0.

    If it's 1 to 10, I set the volume to (2 * SFXVolume) - 20, since the volume parameter help says -10 is about half volume and 0 is full volume.

  • I posted an example capx recently, with a function you can copy and paste into your project.

    construct.net/en/forum/construct-2/how-do-i-18/how-do-i-add-letter-m-when-num-118349

  • I can activate the Steam Overlay UI, but I can't step in the Overlay UI since the mouse is still in the game no matter how I click...

    The whole UI just floats there and I can't shut it down.

    how can I solve this problem?

    heeroyuirh

    Did you include --in-process-gpu in the package.json file in package.nw, as per the instructions in the Quick Start guide that comes with Steam4C2? Only time I had the overlay mess up was when I forgot to add that.

  • The turret seems to be aiming exactly 90 degrees off from the enemy in that picture, which makes me suspect it's an issue with the image used for the turret.

    In Construct 2/3, 0 degrees is to the right, so the image of the turret should face that direction in the image editor.

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  • Where are your events for when the Timer finishes? What do you expect the Timer to do if you don't specify something for it to do?

    Add the following events:

    Enemy: On Timer "searchingTest" -> Actions

    and

    Enemy: On Timer "SpotTest" -> Actions

    Also, you may be constantly re-starting the Timer every loop with your current events.

  • Good afternoon, I'm having difficulty getting M (million) K in my code, somehow simple, because I need it for more than one place, for example, I need the X value to be different from the Y value, but each one of them need to appear K or M if it passes a thousand or million, not 1,200,000.

    I would just appear for example 1.2M.

    Will I need to repeat the code in all the parts that will be made?

    What is the best way to do it? Thanks in advance

    You can use a Function to convert the number, then you just need to put a Function.Call(...) into your "Set Text" events.

    Here is an example capx: dropbox.com/s/ewwpxwd56xb6rhi/ConvertNumberToText%20Function.capx

    Add the Function object to your project if you haven't already done so, then copy and paste the Function-> On "ConvertNumberToText" event from the example into your project.

    Then everywhere you have Set text to CustoClicker replace it with Set text to Function.Call("ConvertNumberToText", CustoClicker)

    And everywhere you have Set text to Clickers replace it with Set text to Function.Call("ConvertNumberToText", Clickers)

    UPDATE

    I made a c3p example since the Function object has been replaced in C3

    dropbox.com/s/9tcry1jjyfomfkw/Number%20Function.c3p