OddConfection's Recent Forum Activity

  • khaan

    I've modified your capx to include the actions I outlined above.

    Maybe it will be easier for you to see them this way.

    You might also want to go through some of the beginner tutorials.

  • onur

    Thanks for sharing the links

    Naji

    Also check out http://www.pixelprospector.com/the-big- ... marketing/

  • ddaan9

    Here is how I would assess the options:-

    animation: uses more memory as all 72 frames are loaded (I think), probably no fps spike on changing frame

    spawn/destroy: uses less memory as only 12 images loaded, may cause fps spike when spawning (depending on size of images)

    invisibility: uses more memory as all 72 images loaded, requires extra checks for collision/clicks/etc.

    If the images are small enough to not impact memory too much (e.g. are 128x128 or less), I'd personally choose animation and keep the objects upgrades as frames of the object, otherwise:

    If memory is an issue, use spawn/destroy.

    If fps is an issue, use animation.

  • Nice game.

    Just be aware that other game sites can embed Scirra Arcade games and show their own advertising without paying you a cent.

    So if you are planning on making money from Kongregate and Android app ads, you might just want to only have a demo in the Scirra Arcade with links to the full version.

  • [quote:1iglhjj6]I do have a paid version, and I am using families. But, I don't want to subtract 1 from varlifeHearts on enemy destroyed, I want to subtract 1 from varlifeHearts when my character dies (the tiled hearts represent the character's lives left, not the enemy's).

    Then you just need to do a slight adjustment to LittleStain's example:

    enemy : variable Health =< 0

    • enemy destroy

    On enemy destroyed

    • system add 1 to varlifehearts (since the events you posted seem to be increasing lives when enemies are destroyed)
    • LifeheartTiled set width : varlifehearts*24

    character : variable Health =< 0

    • system subtract 1 from varlifehearts
    • LifeheartTiled set width : varlifehearts*24
  • 2. How can i display points with fading animation 1point for coins. 2points for cup cakes and juice and 10points for the treasure box?

    Add a SpriteFont object, maybe call it PlusPoints and limit it to characters 0123456789+

    Give it the Fade behaviour (1 sec fade out time, destroy after fade out)

    Then do:

    Player->On collision with Coin
       Coin->Spawn PlusPoints
       PlusPoints->Set text to "+1"
       System->Add 1 to GlobalPoints
       Points->Set text to "" & GlobalPoints
       Coin->Destroy
    [/code:ym102eg8]
    
    This will pop up text with "+1" at the location of the coin and destroy the coin. The text will fade out and disappear. It will also update the GlobalPoints variable (or whatever you use to keep track of points) and update the Points display (assuming you have a Text/SpriteFont called Points to display points)
    
    Repeat and edit for cup cakes, juice and treasure boxes.
    
    If you had the paid version you could simplify it by using a Family for bonus point items, with an instance variable for the points they give.
  • While variables can be global, events cannot (at least I think they can't) so both event sheets have a function called "update" that adds one to the global variable. They also have an "every tick" event to update the text on the screen

    Functions used in multiple layouts should be in a separate Event Sheet, you then just need to Include it in the layout's main Event Sheet.

    Also, updating the Text object every tick is overkill. It only needs to be changed in the Update function (if the object isn't there, it won't do anything) and on start of the layout.

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  • jbar6381

    Try doing:

    On start of layout -> Set text to global variable

    That way the text object will be updated each time the layout loads.

  • I plan on making a few small games with Construct 2 soon when I get a break from my day job (also in game development) so I've been looking at the income side of things as well.

    When I first started using Construct 2 I took a freelance job for some experience. It was re-making simple educational Flash games in HTML5 with all the art/sound provided. It paid $150 per game and took about 10-12 hours for the first game, spread out over a week as I had to wait for feedback and do some tweaks. On that basis I take $12 to $15 an hour as the minimum pay rate I should expect from people looking to hire for Construct 2/HTML5 game development.

    I've also seen a few sites (e.g. FGL) offer $200 for completed games rather than templates.

    These are usually non-exclusive deals but can sometimes require implementing their API or something like that.

    Often the games don't have to be terribly complex - e.g. an endless runner or simple puzzle game will do most of the time, as long as it's polished, bug-free and mobile friendly. These sorts of games can probably be whipped up in less than a week working part-time.

    If you have a more complex game you should be able to get more for it, but it could require some negotiating and might not be much more than $600 or so.

    Of course these complex games will take longer to develop too. So you need to weigh up development time against expected income.

    Anyway, let's say you spend a week coming up with a simple game, another week submitting to game sites that pay. If you're lucky and 5+ game sites accept the game you could get $1000+ for those two weeks of work. Although, from what I hear, there is usually a bit of a delay between submitting and payment.

    Plus you can still submit it to the app stores and sites that do ad revenue sharing (e.g. Kongregate) for added income.

    It's probably not enough money to quit your day job if you have bills to pay (at least not until you have several games out), but it could be a good side income.

    I think the trick is being able to churn out lots of fun little games and save the big dream project for when you're more experienced and have the income to support yourself. Having templates that you re-use yourself rather than sell should help.

    You also need to know to which sites you should submit your game. A few people sell that information about publishers/sites but others share it on the forums.

    I know this doesn't exactly answer your questions but I hope it's at least a little bit useful.

  • alisnikol

    The currently recommended wrappers are:

    CocoonJS (iOS/Android)

    Crosswalk (Android)

    Ejecta (iOS)

    If you do a search of the forums and tutorials you should find information on using them.

    It's been said that Phonegap should be viable with iOS 8 and Android L

  • uzmaaaaan

    Modulus is % in Construct 2

    e.g. 12%10 = 2

    See manual on Expressions and look under Operators

    Operators

    You can use the following operators in expressions:

    + (addition)

    - (subtraction)

    * (multiplication)

    / (division)

    % (modulo, remainder after division)

    ^ (raise to power, e.g. 5 ^ 2 = 25)

    & (build strings, e.g. "Your score is: " & score)

    There are also comparison operators =, <>, <, <=, >, >= for comparing values. They return 1 if the comparison is true or 0 if false.

  • beardedeagle

    Here's an example of setting Global variables to the name and code of the key pressed and displaying it on screen.

    https://dl.dropboxusercontent.com/u/905 ... yCode.capx

    Works for control (17), shift (16), tab (9), etc.

    Some things like space and arrowkeys didn't show text, but did give the KeyCode, so in those special circumstances you could add in extra events to change the KeyName.

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OddConfection

Member since 26 Jun, 2012

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