Jayjay's Recent Forum Activity

  • damainman and I made Insanity's Blade ( http://store.steampowered.com/app/334190/ ) in Construct 2, we made income both from a Kickstarter (over $7000 CAD raised to cover some costs of development and incorporation, https://www.kickstarter.com/projects/35 ... experience ) and the copies we sell on Steam.

    We've done relatively well making roughly $2k USD a month on average since the game released in December 2014 (sometimes more, sometimes less, not including the other promotions we do).

    If you ever want to do bundling, make sure to give this a read: http://www.gamasutra.com/blogs/JoshFair ... Bundle.php

    Marketing (we learned) is best done by others eg: hiring someone to handle this helps a bit, but most important is getting reviews from gaming sites, popular YouTube and Twitch Let's Players, and Twitter mentions/retweets!

    Our game was planned for Desktop and WiiU, but in the end only Windows with Node-Webkit 10.5 was stable and performing well enough to sell (not much else to say other than that we are using another engine for future commercial titles, especially because we want to export to consoles, but we plan to do a post-mortem article about it in the near future). We knew we wanted desktop and console as we were making a large story-based action/arcade game that needed a keyboard or gamepad to properly play.

    This next questions is very difficult to explain, in some cases it is due to engine issues and glitches that don't happen on the developer's machine (but seem to always happen when it's being Let's Played, making your game look really bad), or other times it can be simply making a good game that doesn't reach (or have) a target audience. Maybe check out this article about another Construct 2 game on Steam as well: http://www.pcgamer.com/airscape-the-fal ... t-flopped/

    It's definitely possible to earn $1k a month but there are many different ways for that to happen. Whether through free with adverts an a huge popularity, making games for businesses (eg: freelance), or selling a good game at a decent price on Steam/the app store (prices can probably be higher on Steam than on the mobile app stores).

    The best advice I would give is focus less on making something to sell and instead working towards a game you are passionate about and want to play (or in the case of freelance at least aim for the most fun game you can do that still meets their needs).

  • everything else that we as users say is purely subjective gossip.

    Unless it's something Ashley has confirmed elsewhere in the forums, although I probably should have cited these above: construct-3-c2-projects-compatibility-to-what-extent_p916556?#p916556

    construct-3-c2-projects-compatibility-to-what-extent_p919232?#p919232

    https://www.scirra.com/blog/155/the-future-of-construct

  • It's probably too early to tell, but from the sounds of it Construct 3 will be purely an editor upgrade (same HTML5 runtime as Construct 2 for exported games), with 3D probably still only being possible via Quazi's already existing Q3D plugin for C2 (but he could improve the interface and workflow for it thanks to new editor/plugin SDK features planned for C3).

    Q3D has an awesome example/demo here: http://gamejolt.com/games/tiny-tank/27522

  • The ID in that tutorial ( this one? https://www.scirra.com/tutorials/1112/p ... elike-game ) is a private variable so in Construct Classic you would compare the variable ID to Room.Value('ID') + 1 instead.

    Hope that helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • It looks like the .mtl isn't loading properly. Try putting your texture for it in the Textures > Front face of properties of the 3D model object.

    You also don't have the 3D models in a "Models" folder, so you might want to just change the include to "bear-obj.obj" rather than ".\Models\bear-obj.obj". This also means the .cap AND the .exe of your exported game has to be in the same folder as the 3D models though!

    If you want to make more than one 3D model type in the layout, also be sure to create a new 3D model object from the right-click "Insert an Object" menu, as the same object can't have different textures (although they can strangely load different 3D models per instance).

    Here's your cap fixed up: https://dl.dropboxusercontent.com/u/4714446/3DFixr.zip

  • Hmm you are right, looks like this is a bug so you will need a trial-and-error workaround I think:

    You can keep the Set Zoom to (200,200) enabled instead of using layer for the "Start of Layout" event.

    The always event I find works well with System actions:

    Scroll to X: Sprite.X - (DisplayWidth / (ZoomX / 10))

    Scroll to Y: Sprite.Y - (DisplayHeight / (ZoomY / 10))

    This works well for 1024x768, but you might want to tweak the number 10 in that for smaller resolutions.

  • That issue might be because the object is too close to the edge of the layout. Try turning on unbounded scrolling in the layout properties (so in right project side, click the layout, then on the left properties box check "unbounded scrolling").

    Then you can use invisible solid sprite (added as a checkbox under groups > attributes in object properties) objects for the borders instead.

  • Luckily the "ScrollTo" behavior is simple, use the System Scroll To Object command in an "Always" event and choose your player object.

    As for zoom, you have the option of Set Zoom in the Display category or Layer category of System actions. The first zoom option is the whole game, the second one is for a specific layer and can be combined for cool effects if you wanted to experiment with that.

  • megatronx it's almost possible, but families in their current form + containers just doesn't cover all the situations well enough to reduce my code, so it's pretty much one sheet per enemy graphic and even then I'm having glitches with multiple enemies using the same code, just not quite 100%.

  • If it was easier to write events as "custom behaviors" that you can apply/stack on multiple objects (and object types) as has been requested/suggested/begged for over the past few years then I would never need to duplicate event sheets

  • Oh I see!

    Hmm, that definitely sounds like something not happening right during export of the OBJ then, does it have a texture file generated too? You could also try flipping normals, changing scale to something smaller, or changing the background color to something else.

    Might be good to try some other OBJ objects from the web like: http://www.turbosquid.com/Search/3D-Models/free/obj

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  • Photoshop does not do 3D modelling, but you can use Blender, Maya, Autodesk 3DS Max, Sketchup, Wings3D, and more to make OBJ format files.

    The examples I sent should work out of the box, with the 3D Models one showing a simple diver who can move around with arrow keys (if not, make sure it's all extracted from the ZIP into a folder, and that the .cap file is outside of the models folder!).

    Hope that helps!

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Jayjay

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