OddConfection's Recent Forum Activity

    > Once your subscription period ends - you can no longer edit your projects if they were made in construct 3

    >

    As far as I know (correct me if I'm wrong) that hasn't been cleared yet. We only know that we'll have full access till the next billing is due. That can mean we'll have some limited access after that (for example not being able to access the cloud, only local files). I'm just speculating of course, but they did say that they don't want to hold our projects hostage.

    I believe Tom said that the free version can open any project in read only mode, when discussing what happens when your subscription ends.

    If you could still edit them, just not export to anything other than what the free version can or access cloud services, then my objections to the subscription are lessened, but don't think that is the case.

    The $99 per year price is fair IF you a making use of the exporters (now Cloud Compilers) and looking to make a profit BUT if you're a hobbyist who only uses the editor intermittently but wants access to all the features of the Editor and only uses the web and Scirra Arcade export options (available in the free version) to show off to friends, it's hard to justify an annual cost.

    I suggested elsewhere that instead of kicking us back to the limited free version of the Editor after the subscription ends, we instead retain full access to the Editor so we can still work on our games and just lose access to exporters - even if that means a slight increase in the initial cost.

    Initial Payment $149 = Lifetime access to full features of Editor + 1 year Export License

    Further Payments $99 = 1 year Export License

    - When your subscription ends, you have full access until the date your next billing was meant to be taken

    - Free edition will be able to open any project in read-only mode.

    - Exported games will not be affected in any way at all

    - Your assets are yours, you can save them locally or in the cloud - up to you. We would never hold your exported game or game assets hostage.

    - Details about checks are not something we talk about too openly for obvious reasons, but we've always focused on making it invisible and painless for legitimate customers. We're confident there's not going to be any issues for anyone.

    I think if we could retain full access to the Editor to modify our projects after the initial subscription period and keep the same export options as the free edition (i.e. Web and Scirra Arcade), that would help alleviate some of the concerns of hobbyists.

    Basically when the subscription ends, all you lose is the extra export options (iOS, Android, Windows, Linux, Mac, etc.) and if you need those you pay an Annual Export License fee (subscription in a more acceptable guise) to give you 12 months access to all export options.

    This way only those who will use the Cloud Compilers the most will pay for them. You could even limit the free/post-subscription export options to once per day so they aren't overused.

    You could probably even get away with charging more for the first year if this was the case:

    Initial Payment $149 = Lifetime access to full features of Editor + 1 year Export License

    Further Payments $99 = 1 year Export License

  • Is there another approach to get the background running infinit and smooth from right to left other than the bullet beheaviour?

    I had similar performance issues in an endless runner I made with the Bullet behaviour, so I replaced Bullet with setting the X position using the lerp function e.g. Set X to lerp(Self.X, Self.X - Speed, dt), where Speed is a Global Variable set to the same speed as the Bullet.

    Here's the built-in Auto-Runner example, but modified using lerp:

    capx r233

  • But my frames are 0 and 1. How do I pick between those two frames?

    choose(0,1)

  • Husui

    I've added in something so values over 10M are treated the same as before, but values between 1M and 10M are rounded to 1 decimal place.

    score >= 1000000000000

    -> displayText = int(score/1000000000000) & "T"

    else score >= 1000000000

    -> displayText = int(score/1000000000) & "B"

    else score >= 10000000

    -> displayText = int(score/1000000) & "M"

    else score >= 1000000

    -> displayText = int(score/100000)/10 & "M"

    else

    -> displayText = score

  • Voted and added to my collection of C2 Games on Steam Greenlight

    Good luck.

  • There's more than 150 C2 games on Steam Greenlight (see here) and a lot of them have got through and been released on Steam.

  • AbRa734

    Add System -> Trigger Once While True to the event that adds 1 to Score, otherwise it will do it every tick that it is true.

  • Which stage of development would you recommend to get into steam?

    I'd say you'd need to be at a stage where you can show some final artwork and some complete levels so you can show gameplay.

    Placeholder art and no gameplay video will just get you "No" votes.

    Can I get my game on steam only for feedback requests and then upgrade the page of my game to be voted when it's ready?

    If you just want feedback on an unfinished game, consider using Steam Greenlight Concepts category - that's what it is there for - and then you can switch to a main Greenlight listing later without it without being held back by the early "No" votes.

  • Why would you subtract it from itself? Why not just remove the amount you want like you do in the very first line of the event?

    Also, you are setting them to 0 a second later anyway, what's the point in that?

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  • The player stays in the square but it stil hits things out the square like if the player is out of it when i drag my finger further.

    If the collision checks are done before the position is reset, it will still collide at it's dragged position i.e under your finger. The solution would be to move the event that resets the position before any event that checks collision, but if the collision is handled by the physics behaviour rather than an event, then this won't work.

    Another solution would be to Drop the Player as well as set it's when it goes out of the Square

    For dragging past the left side do this:

    Player.X < Square.BBoxLeft

    Player Drop

    Set Player.X to Square.BBoxLeft

    And do something similar for the other sides

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OddConfection

Member since 26 Jun, 2012

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