C-7's Recent Forum Activity

  • A few things to note for anyone trying it, the current iteration of the plugin will glitch out a layer if you switch which layer it is on at run-time. Also, you'll have to use some shenanigans to make it agree with any z-sorting methods you might like to use (on top-down games). Otherwise, it works just fine in C2. I'm just waiting for the new version so I can redo the animations with keyframes per objects :-) That will make a huge difference.

    Keep up the great work, lucid!

  • I can't imagine Miiverse doesn't have some HTML5 backbone in there.

    By the way, this could be unbelievably exciting if we can get a Miiverse plugin (assuming this all pans out). It already supports a lot of neat social things, and people being able to sketch things about your game is a cool idea.

    But then the cost of a dev kit, too...

  • I saw this posted on IGN--very exciting if it works how we think it might.

  • You can modify a lot of parameters for behaviors, both in the editor and at runtime. C2 also has one of the most flexible eventing systems I've seen, negating the need for quite a bit of coding (ie, you can do a lot you would have with code anyways). The SDK would be for if you wanted to code more abilities.

    C2 uses services like cocoon js to convert to native apps, so it'll be a little limited in that regard and will depend if those plugins support what you'd like to do. C2 has a lot of windows 8 support, but I'm not as familiar, so ill defer that question.

  • Yeah, Kickstarter is really more effective if you're already big/successful. IE, you might not need Kickstarter ;-) But I couldn't get pretty much ANY sites to cover Blight (one or two very generous small blogs), didn't get much response on forums, and did pitifully with an alpha release attempt.

    I really hope your project keeps going! It looks fantastic. Blight will have to wait for me until I can get something else successful--I simply don't have the money to get it done in a reasonable amount of time (thus why I needed funding :-P).

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  • Your project looks fantastic, and it's a shame it's going so slow (KS, that is). I had a similar experience, though you got further than I did. It's really just a nightmare trying to get traffic and visibility :-/

  • If nothing else at all, your concept art looks fantastic! Those are some really solid mech designs, and I look forward to seeing the rest of the game with your visual ideas in it.

  • Trailer:

    Video Features:

    Systems:

    Meet Lorin:

    Texturing:

    Speed Mapping:

    The Beginning:

    Twitter[/size]

    Courier is an RPG made with Construct 2 that lets you explore and interact with a large fantasy world. But you're not the sword-swinging hero, and you're not the mystic sorcerer. You're the peaceful Courier, making deliveries and helping all in the land. You'll traverse many towns, locales, landscapes, dungeons, caves, and much more delivering items for the characters in the game world. Along the way, you'll help them in their daily lives, influence their decisions, and unravel a plot to bind the Kingdom of Veilend and cripple its outreach. This all takes place in a dynamic, ever-changing, ever-expanding world that always has new things to discover and new places to go.

    You'll deliver items, visit places around the world, solve environmental puzzles, traverse dungeons, and unlock the secrets of a sinister plot hidden within. Your decisions, along with the passing of time, will change the world and what its inhabitants do. Secrets hidden in dungeons will open new paths in the outside world, solving environmental puzzles can gain you access to whole new areas, and the main quest deliveries will help you delve deeper into a secret evil binding the Kingdom.

    By the way, you can play as either a male or a female.

    Click for full size

    After a brief introduction, you start the game with your first assignment of delivering a package to the mayor of a forest town, but the entrance to the town is blocked off by a mysterious rock slide soon after you arrive. Once it is cleared and you can get out to explore the rest of the world, you'll discover many similar events have happened all around. Bridges have been knocked out, town entrances have been blocked, lifts have been shut down, and travel routes have been disrupted. Someone or something wants to hold back communication throughout the Kingdom, and it can't be for a good reason. Uncovering these paths lets you gain access to more deliveries to build up your career, and open communication can slowly be restored. But there still must be a sinister plot underlying these events, and that is your task to uncover.

    Courier features a large world, nice visuals, and a fully interactive and high-quality soundtrack. It will release via Node-webkit on Windows, Mac, and Linux.

    Look for more news in the coming weeks!

  • I'm not near a computer, so I can't check if C2 has access to the current date/time (I know JavaScript does), but that would be an easy way, save for people changing their system clocks.

  • Just as a side-note, I did end up solving the previous problem with stuff leftover from previous animations. Anything that would have been a new object, I just make it a frame change of a previous object. Ah well, no biggie.

  • edit: oops this towards C-7 problem.

    I know what's going on here. I'm just not entirely sure how to fix it.

    What's happening is that when the animation sprites change the old versions are being left behind. I suppose what you can do is make sure they are hidden. I haven't used Sprite in C2 yet although I plan too. Sorry I can't help more, but your capx is for 115 and for me I avoid using beta's until there is a required feature for my game.

    um. If you can't hide the last sprite change you can try spoofing the problem by pushing the last draw of the last sprite frame to the outside of the layout. Then start back to it's proper position the next frame. That way the sprites of the last direction are still there, but wont' be seen. However, this is an ugly hack job :|

    Sorry about the r115! I updated to see if it might, for some reason, be fixed in it. Yeah, it's the leftovers, but there aren't really "frames" that I can get rid of in any way. It has keyframes, but those are just coordinates. It does its positioning through the animation as milliseconds (and then scales them if need be). Other than me using 4 scml's for it all as a workaround, it seems like I may just need to wait for an update. It could just be the issue of objects in one animation not being present in another. Like the objects left behind are probably the ones not carried over to the turn, so it has nowhere to move the objects and leaves them there. I hope its a simple fix whenever it gets addressed!

  • Yung I don't know how complex of collision you need or if it must change per frame, but i just circumvent it by having an invisible solid box with my movement and tying the spriter character to that.

    BluePhaze you can do that now, it just isn't quite as simple. Go to file>save as png (away from computer, may be called something else), resize the box, and it will export every keyframe. It may not be all you need, but it's a start.

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