mrtumbles's Recent Forum Activity

  • Oh! Or did you mean ZOOM out? In which case, sure! Use:

    System : Set layout scale

    System : Set layer scale

    You don't zoom the camera - instead you do the logical opposite, you make the world bigger! Or smaller. The layout scale is set like object scales are - 0.5 means half as big, 2 means twice the size. So a high number means a high 'zoom', basically!

  • As in switch it on or off using an event? You can use it's 'Set enabled' action in an event.

    As in remove it from a project? Sure! You'll need to write your own scrolling behaviour though - you can use:

    System : Scroll to position

    System : Scroll to x or y

    System : Scroll to object

    You might also want to add a way of doing camera shake - or even write a more dynamic or smooth camera! Try this for a starter:

    https://www.scirra.com/tutorials/626/ma ... ing-camera

  • When you use the 'reset layout' command, it doesn't re-set the global variables.

    Add a Global variable called 'wipesave', and let it be 0 by default.

    When the player clicks the 'New Game' button, set 'wipesave' to 1.

    Add a condition on the start of the layout:

    wipesave=1

    Save game

    Here you might want to also use 'Reset Global Variables'

    That should do the trick!

  • Select the bullet object in the project bar, and change it's Bullet : Set angle property to 'No' That way you can control the angle it's displayed at with the object's angle, and the angle it travels with the bullet behaviour's 'angle of motion'.

  • Create a press kit (as Daggio says) - there's a good example here:

    http://press.gingearstudio.com/sheet.php?p=open_bar

    Include a factsheet about the game including pricing in various countries, and information about yourself as a developer. Make sure you've got at least one decent gameplay video, and a good handful of screenshots. Put that on a website attached to the game, and make it easily discoverable. You might also want to package static assets like text and images into a .zip as well - that way when you email journalists you can give them the link to the website and attach the press kit too.

    And you DO want to contact journalists - go round your favourite review sites and find out who to email for a review. Send them the press kit, along with a personal explanation of why you think THEY should cover YOUR game. Think carefully about the target audience of the website, the kinds of games they usually cover, and use that to conjure some blurb for why your game deserves coverage.

    The old ways are still the best - the press are the people that create 'hype', they're an industry dedicated to nothing more than getting the word out there - all you need to do is provide them with the content!

  • Wahey! Nice, thanks - much better than previous workarounds. I've been delaying the inevitable by not familiarising myself more with the JSON format really... but as you say - would still be useful to have the in-built expressions!

    Thanks R0J0hound!

  • Fair - for example, a lot of the time I've found myself wanting to have a condition on an event to limit it to run for each tile in the array. As it is, I have to use fixed integers here, and adjust them if I adjust the properties of the tilemap, like so assuming you have a tile width of 32:

    For ( 0 to int(Tilemap.Width/32) )

    However, if I were able to call one of these expressions instead:

    For ( 0 to Tilemap.Width/Tilemap.TileWidth )

    For ( 0 to Tilemap.ArrayWidth )

    I (and the people who purchase my assets) wouldn't have to adjust these properties when they swap out tilemaps for a different resolution. I feel that a great strength of C2 is in rapid prototyping - and that prototypes are easily accelerated to full-scale projects without a 'full rewrite' mentality necessary.

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  • Hey! I make level/map/terrain generators, some of which are for sale on the Asset store (links below Having access to user-set properties like tile width and height, offset and so-on, would be a great help!

    https://www.scirra.com/store/royalty-free-game-templates/terrain-generator-1774

    https://www.scirra.com/store/royalty-free-game-templates/dungeon-generator-1500

  • Terrain Generator — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/terrain-generator-1774

    <p>Generates a pair of gradiented heightmaps to simulate terrain, and gives the user a wide selection of methods to overlay the two heightmaps.</p><h3>What can this heightmap generator do?</h3><div class="deshr"></div>

    • randomly generate gradiented heightmaps nearly instantly (<1 second for tilemaps smaller than 256x256 tiles)
    • generate maps of any size (within constraints of the process)
    • overlay the values of each gradient map using an array of different blend modes
    • adjust intensity of blends modes for a wide variety of effects
    • simulate 'altitude'

    Use this topic to leave comments, ask questions and talk about Terrain Generator

  • Dungeon Generator — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/dungeon-generator-1500

    <p>Perfect for generating dungeons for roguelikes, Metroidvania platformer levels, twin-stick shooter arenas or Zelda-like adventures. Levels that take seconds to generate - and hours to navigate!</p><h3>What can this dungeon generator do?</h3><div class="deshr"></div><p>It generates perfect mazes - all cells can be reached from all other cells using only one path. There is only one path from any one cell to any other cell.</p><p>It can create levels with multiple sizes of rooms, and has many ways of controlling the room size: cell sizes, minimum and maximum dimensions, average room size, all these can be changed. The levels can be limited in size either by the number of rooms they take up, or simply by the size of the grid on which they are drawn.</p><p>It can create levels with logic: a theoretical 'path' can be used to break the level up into zones, set the locations of objectives, and so-on. There are no loops - no ways for the player to short-cut the intended progression.</p><h3>How does it work?</h3><div class="deshr"></div><p>It works by generating a grid on an array. It fills this grid with boxes of various sizes (according to variables set by the user, or by their game), and then selects a 'starting point'. Once it has selected a starting point, it begins finding paths out from that point. It continues either until it has created the correct number of rooms required (again, set by the user, or their game), or until it has run out of available spreading opportunities.</p><p>It's not always 100% perfect - because of the variety of sizes of rooms, sometime a dungeon may not reach the required number of rooms. If this occurs, it is recommended a re-roll of the generator take place. With careful use of the included parameters, however, this should not be a significant issue.</p><p>Coming in at under 100 events, this template can even be employed by users of the free edition!</p>

    Use this topic to leave comments, ask questions and talk about Dungeon Generator

  • Thanks man - yeah, some kind of flashing indicator when the effect was activated would make sense. I'll see if I can work that in tomorrow morning. Thanks again for the praise! Check out the latest update

  • Hello forum! It's my first time back here since being a new user - I've been off on my own, cast out from the world of regular access to the internet. I turned this game out over the last few weeks for the Jam, and I'm looking for general feedback in these last few days

    LotUR: https://www.scirra.com/arcade/underground-jam/lords-of-the-underground-realm-2245

    I'm especially interested in answers to these questions,

    but will appreciate general feedback and ways to improve!

    • I'm aware the game is text-heavy - I'm an English Lit graduate, words are my speciality - if anyone can think of a better way of conveying the information I'd be very grateful! The next point is related, really:
    • I'm worried the key concept of the game is lost - that you should use the passive abilities of other adventurers to help you survive. Folks seem to be losing fairly quickly! If anyone can think of a good way of highlighting or improving this aspect, I'd love to hear.

    Anyway, it's good to be back, forum

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mrtumbles

Member since 1 Jan, 2013

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