OddConfection's Forum Posts

  • You can't create an object on a layout until the layout has loaded.

    You have to do what LittleStain suggested and set a variable to let the layout know it should have that object and then create it in System->On start of layout

  • ijoin

    There are several examples in the arcade that include the capx.

  • parat26

    I know a few people have an extra layout that's just for holding a copy of all the objects in the game.

    That way they will always be in the object list and can be spawned but don't have to be on any level layout.

  • VerteX123

    I've attached a commented capx that should do what you want. The key was to have Drag enabled always, but not actually allow movement until a variable was set after a timer.

    You have to touch (or mouse left-click-hold) the sprite for one second before it will drag.

    If you try to drag it before then it will just stay in the same spot.

    If you drag off the sprite before the timer runs to allow drag, it will drop and you have to re-touch again if you want to drag.

    Edit: Changed capx so the sprite changes colour - red = can't drag, orange = getting ready to drag, green = can drag

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  • xanxion

    Maybe only allow Touch when a variable is equal to 0.

    So on each Touch you set the variable to 1 and start a timer (e.g. for 0.5 seconds) and when the timer finishes set the variable back to 0 allowing Touch again.

    That way the player can only Touch every half second.

    Something like:

    Touch->Is touching object
    System->Compare TouchVariable = 0
       Do touch action
       System->Set TouchVariable = 1
    
    System->Compare TouchVariable = 1
       System->Wait 0.5 seconds
       System->Set TouchVariable = 0
    [/code:1guwm63p]
  • Gillis - No worries, happy to help.

    Couple things I forgot to add:

    • try to get into an indie bundle, it won't get you much money but just think of it as advertising. You might need to offer free Steam keys to avoid any backlash though.
    • Kickstarter is an option since you haven't finished the game. Not only can it help fund development, but people who see you on Kickstarter might go to your Greenlight and vice versa, it's win-win. Even if you don't reach your Kickstarter goal, it will still drive traffic to Greenlight. There are other crowd-funding options, but Kickstarter is the one Steam has an in-built widget for.
  • Ok, now I've seen your capx I understand what you were asking.

    I've modified your capx so that the images you create from double-clicking won't change.

    Basically what I did was give them a Boolean instance variable which was true if it's the click- able object and false if it's the draggable one.

    I also used a local variable to save the frame of the click-able object, so I could set the correct frame for the created object.

  • OddConfection, I did something like that too. In this his example, if I want to create an image equal to the frame, how could I do? And, if I click the arrow, the object that was created should not be changed.

    If you want the image to fill the area, resize it to the same size as the "Window Size" in project properties or import an image of the same dimensions. You might want to set "Fullscreen in browser" to off as well.

    I've updated the capx with those changes, same link as before: https://dl.dropboxusercontent.com/u/905 ... llery.capx

    Here's the result of the changes: https://dl.dropboxusercontent.com/u/905 ... index.html

    I'm not sure what you mean about "if I click the arrow, the object that was created should not be changed." When clicking the arrow, it goes to the next image (frame in object).

  • I can see where they are coming from, but it means you can't have a free game with ads and have a single "pay to remove ads" button anymore because that's an IAP.

    I suppose you could just direct people to the ad-free premium version, but players will lose their progress.

  • rony Sueliton

    Here's a quick example of a simple gallery:

    https://dl.dropboxusercontent.com/u/905 ... llery.capx

  • Gillis - Nice looking game

    Voted and added to my Collection of C2 games on Greenlight

    Good luck with your Greenlight campaign.

    Don't get discouraged by any 'No' votes and negative comments - even the top games are getting less than 50% 'Yes' votes these days.

    Current Greenlight stats for Top 50 games:

    Visitors: ~25,000

    Voted: ~18,000

    Yes votes: ~8,000

    No votes: ~10,000

    Basically, if you can get ~25,000 people visiting your Greenlight page you're almost guaranteed to make it onto Steam.

    Few quick tips:

    • The artwork is very nice but you really should add a gameplay video, people want to see games in action
    • Find all the relevant collections on Steam and ask to be added: getting 10 votes each from 100 collections gets you more than 10% to your goal
    • Create a press kit and send out a press release to announce the game: submit here. Even if only picked up by a few minor sites it will drive visitors to your Greenlight page (make sure you include a link!).
    • Find contact details for the Lead Reviewer/Editor on all the indie game sites and email them asking to preview your game: give them free alpha copy. Once released get back in touch and ask for a review
    • Find indie game forums and post about the game in relevant sections: don't spam though
    • Contact any "Let's players" who like indie games or your style of game and ask them to give it a go (provide free copy)
    • Add a link in your Scirra forum signature, so every post you make is advertising your game: everyone here is friendly and helpful, if they see the link they'll probably vote
    • Get all your friends and family to share it on Facebook, Twitter, etc.
    • If you have any sort of mailing list e.g. players, blog followers, forum members, etc., send out a newsletter asking them to vote. If it's less than 2,500 email addresses you can use MadMimi free of charge

    Also, add your game to other indie friendly game stores

    For example:

    http://www.desura.com/development

    https://indiegamestand.com/developers/

    http://itch.io/developers

    They don't generate as much income as Steam, but they do give you exposure that can help get you through Greenlight.

    Anyway, I hope that helps and again good luck with your game.

  • johanblixt

    Here's a capx example:

    [attachment=0:gwrpt6eu][/attachment:gwrpt6eu]

    In my post before I had put set cameraHeight to max(cameraHeight,player.Height) when it should have been Set cameraHeight to min(cameraHeight,Player.Y), since you want the Y position and Y is 0 at the top.

  • Lady Stoneheart

    I made an example a while back for someone to show how to have a loading screen between levels.

    I've modified that to show a video on the loading screen.

    https://dl.dropboxusercontent.com/u/905 ... evels.capx

    I've not included any actual videos, but if you add videos in the appropriate format and call them "video1" & "video2" it should work.

    Currently it tries to play a video, detects there isn't one (error) and goes to the next layout.

    You can find more info on using videos here

  • thegodo - as a variant of what LittleStain suggested, you could use the Is flashing condition and invert it (right-click, select Invert) to only start flashing if it's not already flashing.

    E.g.

    Conditions:

    SpriteA 8direction is moving

    X SpriteB Is flashing -- (where X means inverted)

    Action:

    SpriteB Flash for 3 seconds

  • johanblixt

    Try setting cameraHeight to max(cameraHeight,player.Height)

    e.g.

    Every tick

    set cameraHeight to max(cameraHeight,player.Height)

    set scroll Y to cameraHeight

    That way it increases when the player moves up, but never goes down.