OddConfection's Recent Forum Activity

  • ight now the entire game is one layout. That layout is a room that generates doors, hazards, and monsters, but I need the doors to lead to a new instance of that same layout, which will randomize again, and so on. If I can figure out how to get from one layout to another, and save all previous layouts, then I'd basically have this game in the bag.

    Use a Global variable called RoomNumber to keep track of what room you are in.

    When you exit a room do:

    System->Save game to slot "Room" & RoomNumber

    Then increase/decease RoomNumber based on which door you leave

    When you reload the layout do:

    System->Load game to slot "Room" & RoomNumber

    If there is a previously saved room, it will load it otherwise it will return condition On load failed in which case generate a new random room (which you should save once created, not just on leaving)

  • Here's a commented example of a simple Find the Key game (r152) that cycles through 4 levels.

  • You could use an Instance Variable to control if an enemy can fire and then apply a System.Wait for each enemy

    System.forEach(enemy)

    {

         enemy.ReadyToFire == true

         {

              enemy.ReadyToFire = false -- so it doesn't just do it again next Tick

              System.Wait(random(1,3)) -- Wait random time

              System.SpawnObjectAt(enemy) -- Spawn Firebolt

              enemy.ReadyToFire = true -- Ready to fire again

         }

    }

  • Other than duplicating layouts and editing, as far as I know you'd need to add layers to each layout manually. Although if there is another method I'd be interested to hear it.

    You can copy multiple objects at a time from one layout to another, and they'll keep their position relative to each other, which should save a some time.

    In the layout without a HUD create a new HUD layer then go to the layout with the HUD already created, deselect everything but the HUD layer, select all objects, copy, go back to first layout and paste objects into the empty HUD layer.

    You might have to move the objects into the correct position but you can move them all at once and it's easier if you have snap to grid on.

  • The OR block seems fine to me.

    Instead of Every X Seconds try giving the Player a new variable (Player.CanFire boolean start true) and check/set that when they fire.

    for each Player

    check gamepad OR block

          if Player.CanFire == true then

            Set Player.CanFire = false -- so they can't fire again yet

            Do your normal firing stuff

            Wait Player.projectileFireRate seconds -- adds delay between firing

            Set Player.CanFire = true -- lets player fire again

  • Gameplay trumps all in my opinion.

    Having said that, original gameplay mechanics are only worthwhile if they are intuitive and well implemented. I'd rather have a well done commonly used gameplay mechanic than something original that is poorly done.

    Good graphics are important too, but only in so much as bad graphics can put people off even the best game. Amazing graphics are nice to have (if you've got a dedicated artist or big budget) but not at the cost of gameplay. Sometimes simpler graphics work better than something more complicated - it all depends on the style/game/genre though and must fit with the gameplay.

    A well told story can make the game more interesting - but I don't need to be hit over the head with it and too many unskippable cut scenes are annoying. Sometimes it's better to just give the basic premise and let players fill in the rest through gameplay or imagination.

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  • I just checked and I get the same as you

    If I open an old (pre-r152) project with the latest stable release (r152) it still shows approx download size, memory, etc., but any new projects created with r152 only show the number of events.

  • Try naming your loopindex:

    Conditions:

    For "Step" 1 to 10

    Actions:

    Wait loopindex("Step")*0.1 seconds

    Sprite Set X to Sprite.X + loopindex("Step")/100

    Alternatively, you could just do something like:

    Conditions:

    Every 0.1 Seconds

    Actions:

    Sprite Set X to Sprite.X + 1

    You might be able to get smoother movement using lerp though:

    Conditions:

    Every Tick

    Actions:

    Sprite Set X to lerp(Sprite.X,Sprite.X + 1,dt*60)

    I've not upgraded to r155 so can't open your example, I made this instead with the 3 methods above (two disabled):

    Example r152

  • russpuppy - I'm sure I read somewhere Our Darker Purpose was made using Construct 2 but I could be mistaken.

    Edit: Yep, they used Construct 2

    Just found another Construct 2 game on Steam Greenlight - Angvik

    If anyone knows of any other Construct 2 games on Steam, let me know so I can add it to the collection.

  • Several Construct 2 games have been listed on Steam Greenlight - I made a collection for them

    As long as a game can run from an .exe file then it can go on Steam (once approved). Construct 2 games can be made to run from an .exe file using the Node-Webkit export option.

  • Congratulations on being greenlit. A game I worked on was greenlit in the latest batch too.

    I look forward to seeing how well this goes on Steam.

  • Unfortunately, as I come from a country already in crisis in the third world .. (Italy)

    What? How is Italy in any way third world?

    I wanted to know if there is a time of year when you could buy a license to construct two personal edition at a lower price .... eg Christmas, ecc ..

    The price of a license was only recently raised, so I don't know if there will be discounts any time soon.

    Maybe when Construct 2 is released on Steam it will go in some of the Steam sales.

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OddConfection

Member since 26 Jun, 2012

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