lionz's Recent Forum Activity

  • Yes array is what you need to store the items and then display them. It is particularly good when you have a number of items but are also calculating an amount of them, say a number of health potions. You're right that it can go to a different layout, or you can display a hidden layer, either one will do. If you go to a new layout, normally the array will update on start of layout so you have all the data each time so that solves your problem. The only difficult bit now is in learning arrays but they are powerful once you have control of them. There are a few nice tutorials about to help you with creating slots and understanding arrays : https://www.scirra.com/tutorials/583/ea ... g-an-array

  • You can set items to global in the properties to have them keep their values when navigating between layouts. Is it a very basic inventory though because usually you would make one with an array and send the data to game rather than make one that is 100% graphics based. You are implying that you are going to start hiding inventory stuff that you're not using. With an array you can create slots and send the item data to game and display the graphics you want without the need to hide anything, although I don't know what your game is so this might not be relevant.

  • I think that's kind of a cool idea, the dinosaur park. Except that it's going to take quite some effort to get proper graphics (read: animations) for dinosaurs, even for top-down. But then again, it's all about searching for that one affordable artist who can pull it off.

    It does sound like that you don't know where to go with your game. When starting, I personally find it best to have a good idea of what the game should be. Admittedly, I start with an idea, visualize it on paper, and then 'wing it' as I go by adding more features and ideas. Anyway I digress.

    Just saying, perhaps it would be easier to give your game direction if you had an idea on the table. All it takes from there on are audio, graphics and programming. I think you are at least capable of the latter.

    If you want the game greenlit on Steam then I think it will need to be in an advanced stage. Like where you have a small demo, but the graphics and perhaps audio, or at least a soundtrack in place. People can be crude, especially with the flood of new games in that section.

    So if I were you, I'd really think well about platform and the idea. If it would be a theme park in RCT style, then people on Steam might be like; 'what is the added value/difference with Planet Coaster, Parkitect etc.? But if you go to the Kongregate or Newgrounds then you'll have an audience that love to play these small 'in a box' games.

    Or at least that's how I view it.

    Also, you could collaborate with an artist. I don't know how much exactly, but art may cost you hundreds of bucks.

    - R

    Ya the payment of the artist won't be a problem once it hits that stage. You're right though, I think I set the game as a goal for learning C2 but am kinda winging it. Making each mechanic was like a goal to me and now I've achieved all of these I've hit a brick wall on whether to really push it, which was the reason for this post. I knew the games existed but didn't really notice until now that there are a lot of high level theme park games. I might just push on with an RTS, at least then I could design some unique gameplay.

  • Create a glass shatter sprite animation and play it?

  • random(0,1) will only ever pick 0.

  • Doing something similar to Rollercoaster Tycoon, isn't that a bit too much asked from Construct 2? Perhaps like Prison Architect - I never played it but saw that is was top-down - it could be done nicely that way. Perhaps some 2D (not isometric) like shadows or at least some illusion of an extra dimension besides top down would make it only much more nicer.

    Have you done some research on such theme park tycoon games already existing on the web? Mobile is definitely getting more and more popular, and tycoon games seem to have a never ending demand. But yeah, RCT on mobile is quite professionally done, lol, so you will be in direct competition.

    Why not go for the desktop audience, you could sell many licenses (if your game is well done) and I don't think the big sharks are going after that. The way I grasp it, is that the big kahunas go for the big bucks, obviously. They have everything to make a game look and play that great.

    I don't know how much time you have on your hands, how fast you work, and if you can do everything on your own, but if you got what it takes as an indie developer you can afford to make errors. Why not go through with it and gain some experience? We don't know much about your plan, do you want to make thousands or would a some pocket money and experience be satisfactory?

    In any case, I am kinda excited to see what you have so far. I believe I saw a 'demo' of your theme park idea once, I thought it was kinda interesting and am curious as to how you developed it so far.

    Anyway, from my online marketing experience, it's better to go and take your piece of the pie / piggy backing on a trend rather than doing something that has never been done before. If you do everything right, make it interesting, sound and look good, you shouldn't have to worry about the concept itself.

    - R

    P.S. I know little about marketing your game on Steam but I always felt it's swarmed and even greenlit games get little exposure simply because people generally go to Steam for high quality or AAA, or at least AA titles. I got the idea sites like Kongregate are much better suitable for games made in Construct 2.

    Thanks for your post. Yes it was always going to be a top down 2D theme park game with the C2 restrictions, I think it started out as an idea for a dinosaur park where events would happen kinda like Jurassic park and you had to recover the park. Since I have the basic mechanics I might go for an RTS though now, that way I can just setup the base game and drop in the textures afterwards for whichever theme I choose. I could continue with the dino park idea as some kind of goal, just get that finished first I guess. It's always the artwork where I get blocked, usually I just think I'll hire one when everything is in place. My general goal for the idea was eventually just to release on Steam and see if anyone wanted to get it greenlit.

  • It could be done, the discussion is really about SHOULD it be done, if games like this are already like there, and are they still popular? I've just seen Rollercoaster Tycoon on mobile so maybe it's not worth competing.

  • On the event for x<300 if you set all the other objects to x=300 as well as the square then it's smooth, is that what you want to happen?

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  • Are you using drag and drop behaviour? Seems like a limitation with drag, because it is still in drag every time you move it thinks the object position is the position of the mouse cursor. A possible fix is to set the other objects to X=300 as well.

  • You can stop the walk animation for some time by using a condition, such as 'Pick Up animation is NOT playing' under the walk animation event. This will mean the player will not show the walk animation until the Pick Up animation has finished.

    google :

    Vous pouvez arrêter l'animation de marche pendant un certain temps en utilisant une condition, telle que «Pick Up animation n'est pas jouer» sous l'événement d'animation de marche. Cela signifie que le lecteur ne montrera pas l'animation de marche jusqu'à ce que l'animation Pick Up ait terminé.

  • Have a separate variable that counts up with the score. When it hits 100, you win the prize, then have it reset to 0.

  • That's correct if X is always exactly in the middle of a and b.

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lionz

Member since 5 Aug, 2013

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