Anonnymitet's Forum Posts

  • If you only want to generate four random numbers you could also use the choose expression. It's exactly like random.

    Example:

    choose(0,1,2,3)

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  • My projects are pretty big atm with whole music tracks and I have no experience in long preview loading times. All my games loads in under 5 seconds on all my machines. So I don't think C2 is the main problem.

  • Sorry forgot to send you the code. PM sent now

  • It is very simple to do and can be done in many ways.

    You can have a variable called "character" and make that each character have it's own number so 0 is a duck, 1 is a cow etc. So when you drag the character of your choice into the center of the screen you set the variable to that number.

    So on start of layout check the variable "character" and spawn the character with that variable number.

    Hard to explain but very very easy to do

  • It's hard to optimize for every device on the market and here in Scandinavia almost every single person young as old has a high end device so it's easy to forget to test on these older phones when everyone you know can run the game smooth as silk.

    But the truth is that C2 works just fine for medium+ performance devices if you know what you're doing. It's a really great and simple engine that makes it possible for someone to create a game without any programming knowledge.

    So if you want to reach the low end devices you might have to choose another engine for now. But soon the technology will be otimized and be less demanding and phones around the world will be better as well.

    You can't compare C2 with buidlbox games which are super simple free casual games that the buildbox team has developed and put huge amounts in marketing to make them top the list on the app stores just to be able to use them to market their super over prized engine. The performance on buildbox is great but as said before it is really really really limited and as basic as it can be. Only good for simple casual games.

    But I'm not saying that I wouldn't want a native export for C2. I would love that. But I do understand that everything costs money and if you believe that C2 should have all it's features it has atm which are alot more than most other engines and also every feature super expensive engines like buildbox has your're living in a dream world. A few hours at work and you can afford to buy a C2 licence.

    But I could easily pay alot more for C2 if it one day had native export. The problem is how many would?

  • I can't downgrade but you should update to the latest stable release of C2.

    https://www.scirra.com/construct2/releases/r206

  • Glad it worked. The best thing you could do is to place all background sprites on the lowest layer. Like the background, the ground and trees etc. Then you can have a layer for only the player above that one. And if you want to have stuff in front of the player you can have a layer called "foreground" or something for all objects you want to be in front of the player. Then you can make it look like the player walks in tall grass or behind a wall or whatever.

    But just keep in mind the order of the objects and the layers and you'll get the hang of it. Good luck!

  • You still have the player on the lowest layer. Right click on sprite and move it to the layer named "layer 0" in your case. Then right click on the player again and set z order "move to top". Done

    I can't upload the capX again because I have a higher C2 version than you. But do as described above and you'll be fine. Just remember that if you want something to be in front of something else the sprite you want in front always have to be on a layer above the other objects layer. The name of the layers doesn't matter. The order of the layer from top down makes the difference.

    Here is the the fixed capX if you have version 206. I changed the names of the layers and put the sprites on the correct layers.

    https://dl.dropboxusercontent.com/u/100 ... ggame.capx

  • And are both squares checked besides the layer name and the lock pad like the image shows that XpMonster posted?

    Or do you have any events that hides layer 1 or something?

  • kiranchandra Are both layers visible?

    You should put the background, ground and the trees on layer 0 and the player sprite on layer 1. Then make sure both layers are visible and it should be right.

  • Played this so much as a kid

  • Like Zenox said, you have to optimize everything for mobile. If your star is 128x128 in game you should design it as 128x128 which should be a few kb instead of a half mb. So avoid scaling your sprites as much as possible.

  • cfry Haha, thank you. I can give you a download code so you can try it out. It's only multiplayer atm but singleplayer is coming soon.

    I'm in italy on vacation now so I'll give you the code when I'm back on my computer next week I'll PM you then.

  • After 7 weeks on Greenlight 8Bit Fiesta finally got greenlit! So thank you all who have voted yes! Now I can focus on completing the game without worrying about greenlight. I'll be updating the Steam integration here.

  • Just make a variable or something that stores which was the last checkpoint you've reached and on death just respawn the player at this position. Not complicated at all if you don't need to also remove items and stuff collected after the checkpoint.

    For example on collision with checkpoint > set "variable name" to checkpoint position

    Then on death > respawn player at position "variable name"

    Done