TELLES0808's Forum Posts

  • Sincerely, I already did and it worked flawless and light, go ahead and do it without worries.

    Also, in 2019 I'm planning to be working on a simple universe using this "concept", where you'll be able to go from the Earth to the moon and establish the first colony outside the Earth, but right after, another humans will do the same and the game will really starts.

    Everybody will be playing online for a period of 15 min each round, cleaning the world after it and starting again, also setting a scoreboard with the best scores and users.

    As a player, your main objective will be land and establish colonies on Planets, Dwarf Planets, Satellites and Spacial bodies.

    By establishing more colonies, setting trade routes and defending your empire, you'll note the easy to learn and the difficult to master behavior of this game, hehe, landing without dying, tracking your resources, expanding, defending, making alliances and avoiding hitting debris while travelling.

    Also, it will have some little behaviors, like the possibility to go out of your lander and explore the surface to build defenses, expand your industrial builds or living areas.

    Everything for mobiles.

  • Well, anything happening in you game should be set to happen, so, take a look in you event sheet and find where the sound is being played and make sure it have the correct conditionals to play once while true.

  • Input box and buttons are exceptions and they will never be captured. Instead, use a text behind this input box with the same content of the inputted text, placed exactly where the box is placed, so, it will capture the behind text instead. If you want the layout of this box being captures, you can clone it with an sprite and do the same.

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  • It's not better load a video instead? Or separate the components of your animation into small parts and animate it with events?

  • You still able to load resources only when they are required, also, as a best practice, make one Layout and place every object there, creating it in the runtime, but not loading it in unnecessary layouts.

    Plus, keep tracking your game profile while debugging, sometimes looping in the start of layout can hold your game from loading fast, also, pre-load sounds too.

    Finishing, if you want make a huge project, you should study more and implement a debugger on screen with at least memory usage, fps, etc.

    E.g. If you game is using less than 128mb, it should load really fast, otherwise something is holding it from loading.

  • Create a new project and search for the "Screenshoot" term, there will have a sample with lots of information. Creating a new layer on the sample and placing the text on it still showing the text on the output.

    The simplest way to hide the text, e.g. is making it invisible right before the canvas snapshot is taken, by setting its setup in the same event, also, if you want any button appearing on the screenshoot, you should use a sprite over it.

  • The time is not the same, it depends highly on the hardware it's running, e.g. access speed to the data, ram, processor, etc.

  • It was a little challenge =]

    Something like Sprite Lamp effect as an behavior sounds good? As a 2D tool, texture is not Our priority, but making it easy to implement could be very nice.

    Think about creating a player or enemy sprite and then setting the Sprite Lamp behavior, opening a new window where you're able to place at least 4 shadow textures, also, being affected by any source of light and making its shadow and depth visual like the original Sprite Lamp did.

  • You can setup an instance variable inside it and while creating it, use in the subsequent action another action to setup this variable.

    If you called this instance variable as ID, it should be something like this:

    Condition meet;

    ------------------------ Action:--System.Create SpriteA at Later B on X,Y;

    -------------------------------------Set instance variable SpriteA.ID to 1;

    Now, when you want this item, you can check its SpriteA.ID and make anything with it after this check, because you filtered it and included it to the event, else, any SpriteA on the screen could be picked.

    Another way is filtering by its SpriteA.UID, but this way you'll not be able to know where it was created and keep tracking it's order, etc.

  • > I used variables and text in a specific event-sheet, triggering them on purposes. It's easy to translate later, easy to manipulate the event-sheet out of C2 (it's a xml), easy to follow and organize (just drag and drop), easy to change, and it's visual, searchable, fast =]

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    Really? Sounds interesting, how did you associate the variables with dialog lines in a readable way?

    The "2" on the end mean it's the second available language, "English", translated by my brother.

    I'll be working into this game next year to release the full version. It's already green-lit on Steam. The mechanics behind dialogues are extremely simple.

    Keep a track of your dialog sequences and events and when necessary, trigger the talking action and set the text with the desired variable.

    The talking system trigger once for each dialog sequence while the currently variable is true, it avoid the waste of memory.

    My next goal will be make a type-letter-by-letter system with a shortcut system, so, when the player double tap the screen it will write the entire sequence at once.

  • [quote:229lbrif]Do you want a feature to check steam key? or fight against piracy?

    Both, if possible

    33% or more would be an awesome discount and make me able to buy it

  • I used variables and text in a specific event-sheet, triggering them on purposes. It's easy to translate later, easy to manipulate the event-sheet out of C2 (it's a xml), easy to follow and organize (just drag and drop), easy to change, and it's visual, searchable, fast =]

    Subscribe to Construct videos now
  • Hi Bro, I have a few questions before buying:

    • I can know if the game is running with a valid steam license?
    • I'll be able to save to the steam and recover the save from steam?
    • Leader-board is supported?

    the discount on Christmas Day will be huge? =D

  • If the player is out of the floor layer, it will seems like he is jumping because the layers tremble while shaking the camera, specially when the layers are with different parallaxes, it's simple, just place the player on the floor layer.