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  • Not that I'm aware of, but I do it in a very simple way. When you click on the exit button, before transferring to another map, set a global variable to the layout name. Ie system.layoutname (or something similar... not near c2 right now). Then, when you hit return, go to layout by name and just put in your variable that you made.

  • You may also consider using the 9-patch object for your needs. Go check it out in the manual--it may help you quite a bit,

  • Oh, haha! I paid fantastic attention to myself, apparently.

  • C-7 - that was a spammer you replied to. I deleted the post.

    Yeah, I saw he had a spammy link, but what he said WAS true. The checkpoints do reset the boards to make sure no one ever gets screwed by a lag spike. But thanks for cleaning it up!

  • Yep, I added the checkpoint reset just for that very reason. I can do whole runs and they never mess up, but occasionally they mess up, so the checkpoints intentionally reset the boards.

  • That's better than what I have and I can run C2 just fine. I have a Pentium D 3.2 GHz, 4 gigs of ram, radeon HD 5850.

  • I just meant Desura; I read on their site they don't accept games using 'game engines' or something like that, but that was a while ago.

    They accept them. I had a game for sale on their made with CC.

  • This is extremely impressive! The sound is great, too. I like it a lot!

  • I do mostly for PC. There's plenty of a market there and, really, a better one in a lot of ways.

    But once webgl becomes standard on at least android tablets, I'll include touch controls for Courier to give the user more options with which to play. But I develop for PC first and foremost since it provides the highest-quality target platform.

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  • For starters, we could get rid of or combine all the dang sticky threads. That would double the amount of space on the front page. It's really a 2:3 ratio of sticky threads to creation threads.

    But a released/in-progress division alone may be worth it. Also, you could have a 'showcase' section where a few games get the limelight for a week at a time or something.

  • I've got this working in my game. You'll have to prepare your audio a little differently than perhaps you're used to. For this to work, don't worry about clean cut-offs so that the two audio tracks join together perfectly. Leave in the overhang of the last note of the intro and have a good start to the main loop.

    Use the system > compare two values expression. If Audio.PlaybackTime("intro") = 2.3, then play your main loop.

    To do this, you'll have to have at least your "intro" audio file in the Sounds folder since the audio engine doesn't seem to be able to play multiple files from the Music folder simultaneously. You'll also probably need to preload on the previous layout to avoid a wait at the start of the layout.

  • Here's a shot showing the entrance to the first dungeon (sewer labyrinth) and the entrance to an abandoned, ancient city. Access is currently locked, but it will come about later in the story.

    <img src="http://www.adamprack.com/materials/oldentrance.png" border="0" />

    Also, all mapping is complete for what is necessary to go public. I have a bit of animating and eventing to finish up, have it tested, and it'll go live!

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C-7

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