EpicRaid's Recent Forum Activity

  • Hello all,

    I'm currently creating a real estate tycoon game. I've pretty much have the artwork done.

    I'm wanting to create enough depth to make the game exciting, yet it should be easy to learn the ropes and not be too complicated.

    Personally I like games that are intuitive, and easy to pick up, but have enough depth to sustain gameplay for a longer period of time.

    I'm especially curious if anyone has any experience with (real estate) tycoon games, and how to create that intuitive gameplay and enough depth at the same time. I'm not asking anyone to join me in my project, but just looking for some good tutorials I should look at, and advice for general good practise when creating a real estate tycoon game.

    I already did look at a whole lot of other real estate games but don't generally find them too simplistic in gameplay (flipping houses with one mouse click for example) or too complicated where you must go through a 100 steps to flip a single apartment and/or games with no option to construct your own neighbourhood.

    There are some nice games out there though, but not many and they generally don't do what I'm looking for. Hence I'm creating a game myself.

    Ok so, what I'm thinking of doing so far is allowing the player to create his/her own neighbourhood and sell or rent out his/her properties. Then once you've earned back your investment and turned a profit, build a new house or destroy properties in order to construct new houses that are much more profitable.

    New ideas are welcome. Don't want to take too much at a time though, as this is my third game that I'm making. Also, I'm not quite sure yet how to build the menus and ingame options yet, I'm thinking of a big bar at the bottom and a smaller one at the top for time, money, income, and other stats and the big bar for constructing houses etc.

    -R

  • Actually, I'm not using Chrome but Firefox. Also, I'm not just talking about old games, but like I said, even games uploaded a few weeks ago won't load at all.

  • Seems like a lot of games on the Arcade are not working. Heck, not even games from 2015 seem to load. I'm not the only apparently, judging from the comments on Scirra's Arcade games.

    What's going on? Is there something issue with the Arcade at the moment? This will only produce bad ratings for the games.

  • Not sure which one fits your needs best. If you want to make some pixel art you can use Photoshop but for anything with complicated shapes its better to use Illustrator, it has so many options to create shapes. Photoshop then again, does have a lot of filters you can apply to your images or heck, even create patterns and effects with a few simple actions.

    For me, Photoshop was easier to master, I never really mastered Illustrator fully, so I personally stick to Photoshop for the time being. So Photoshop for effects and pixels, and your needed cropping, downsizing, Illustrator for shapes like characters, vehicles and whatnot. I'm sure someone has more to say about this, but it's best to judge for yourself what the programs can do (search Photoshop/Illustrator tutorials) and see if their capabilities fit your needs.

  • Hey thanks, is this about improving events?

    The examples seem to be missing on that article though, they just say 'Function example 1' etc.

  • Ok so obviously you always find it right after you post a new topic.

    Turns out the polygons for the enemy graphics were all messed up. I never knew about collision polygons.

  • Hello,

    I'm currently going crazy over something. I have problems with collision detecting.

    I tried using different images, even simple blocks for the enemy, but the player torpedo's just won't hit the enemies no matter what. U96 (enemy) is creating the problem.

    U99 works just fine. Could it be a bug? Or can Construct 2 not handle two objects colliding with the same object? Torpedo3 is the object colliding with U99, U992, U96, and U962. The latter two just won't be destroyed upon collision (which doesn't seem to happen).

    What things are there to check to see what's the problem?

  • Thanks for that link. Didn't know about Scirra's store.

    Are you talking about AudioJungle, exceeding the 10.000 'copies'? As far as I could make out of their terms is that such applies to games that are being downloaded, like from Steam for example. I could be wrong though, gonna email them to be sure. AudioJungle sure has top notch work and the pricing is low compared to other (crappier) sites.

    In any case, breaking 10.000 plays/downloads of your game appears to be tough, judging from what people on the forum say, so if you do get it done could one consider a game to be succesful? If so, then paying an extra (double price) license isn't much I guess, considering your game plays will soar anyway. But that might be perhaps a bit too much on the optmistic side.

    I think we don't have much choice - I guess we just need to work hard on our games, and make sure their worth playing, hopefully covering audio costs. Honestly I don't think anything like $5 soundtracks exists that also have a full commercial license. Would you? Create one-time tracks for $5? Take into account that the maker put his life's hours in, maybe even bought special equipment, and share revenue with the channels that distribute their tracks. When you start to take that into account then some sites offer seriously good tracks at a bargain.

    Making games is basically a business model like any other. Maximize profit and minimize effort. Not saying we should make crappy games, but rather learn to work efficiently and earn enough to make profit so that audio won't be an obstacle anymore, since we can cover the costs with revenue.

    I'm thinking for my games, is to start simple, not try to get everything perfect where it's not possible. If you go to AudioJungle you can see how many times a track has been downloaded. Choose the one's with a lower price, that still have low downloads. What are the odds that if a track has been downloaded three times that it will be used in a game, and if so, a game similar to yours, plus, would that person even remember that soundtrack? Maybe he played that game a half a year ago never to remember it again. Heck, who says the track has even been put to use and wasn't an impulsive buy?

    • R
  • I came across this guy on Fiverr too. At first I thought $15 wasn't much for a song. Until this topic I didn't notice the commercial release that's basically required if you ever want to earn from your game.

    Making the game itself is relatively easy and I'm quite good with graphics too, but getting original sounds and music is the hard part.

    What does royalty free music cost anyway per track? Does anyone recommend any sites I could take a look at?

  • Hello,

    thanks for your quick reply.

    I tried following your instructions, but can't find 'add dt' anywhere. Where is it located? And how do I go about combining it with the code I showed in my original post?

  • How would I go about applying the timer behaviour? My game is almost finished, can I also post some more info instead, what would you need?

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  • Hello,

    I currently have this going:

    Event:

    Enemy > Bullet distance _> 190

    System > every 5 seconds

    Actions:

    Enemy > bullet speed to 0

    Enemy > spawn Bullet on layer 1

    Now the problem is I am spawning the enemies at specific locations on X, but the system only checks the bullet distance every 5 seconds. However, I do want the Enemy to fire every 5 seconds, AND the Enemy bullet speed to keep at 0 after 190 pixels travelled.

    How can I get this done? Right now the enemies are stopping at random heights.

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EpicRaid

Member since 13 Feb, 2015

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