GeorgeZaharia's Forum Posts

  • I think it loses something in translation

    What's the gameplay involved? It seemed to be an animation only in the video?

    yea its just a small preview of the graphics from last night! i didn't got yet further then that! ) so i spent 10 minutes on doing a funny walk in the woods type of thing... il update the page by this weekend, with a demo gameplay!

    the game is designed to be something idle hero like game! just instead of having unlimited heroes you only have 3 and different areas of gameplay and the characters have this walking behavior trough woods/lands etc but i need to work on a lot of graphics, even if they are low quality, since i make them in Construct2 visual editor plus i have 0 skills at drawing stuff ))

    hopefully something good will come up!

  • interesting concept, circular RTS type of thing, the gameplay is interesting to me really, seems to have potential even at this stage, but its hard to say something more with depth, i don't know what I'm really doing in the game, or what each upgrade on right side does, id love to see a more explanatory gameplay...at least names of upgrades or skills to be purchased and a goal/intro description?

  • EDIT: 22 Dec 2016

    Cluckles' Adventure is now available for download on Android and iOS.

    AppStore

    GooglePlay

    Website (itch.io): www.littleadventuresgames.com

    YouTube: Cluckles' Adventure Gameplay Trailer

    Congrats on the release! Maybe release on steam also?! seems more fitting as gameplay to be released on a pc gateway then mobile devices!

  • (RED,BLUE AND GREEN) RBG Adventures: A Idle Tale!

    A small hero idle/clicker sketch with 3 main characters walking around trough various environments!

    GREEN: "All feiddbackh is aprlecliatled" -

    PLAY THE ALPHA VERSION HERE

    Update Alpha 0.5

    1-of 10 Circular worlds added

    Each world counts as a game level theme, with a level incrementation of 9 (ex: theme1, will be shown from level 1 to 9, theme2, from level 10 to 19, and so on, until we get to level 100, then if level 100 is beaten the themes will recycle back from theme1 - keeping the monster difficulty incremented, that means from recycled theme1, level will not count again as level 1 but as level 101-109, same if you beat level 200, 300, etc.)

    The current theme is level 1-9 theme which contains the bellow assets :

    4 out of 5 trees

    5 out of 10 enemy's

    The Current gameplay contains of :

    Player party walks on the world, meets monsters, kills them, advances forward until they find the next monster!

    Each monster is dropping 2 coins, with values from 1-7

    Additional implementations:

    • coin movement effect
    • Ingame Menu/ sound - settings
    • coin counter display
    • menu with sound - settings

    !!!Attention!!!

    The 2 battle themes, which are now used as showcase, will not be available in the final capx in store, since it requires a reseller license. For music you will have to provide for yourself when the game will be available in a beta form in the scirra store later on.

    Unless i change my mind and i get some free royalty songs in which case everything comes as showcased.

    stay tuned!

  • this is a old thread i know, did you guys found a solution to this outside the localstorage? what happens if we want to use savegame system expression?

    http://stackoverflow.com/questions/8155 ... wser-cache i read something here however it might not work atm.

  • Hi guys,

    Finally! I'm upgrading this pack with more assets and some surprises. But before launching anything, I wanted to know if you had any request regarding this pack?

    Thank you!

    I don't know if the request would count now since i guess the update already happen, i would loved to see or have a greater pixel size icons? at least 32x32 ? cause now they are minuscule

    but none then less i love the pack! id love to see more type of pixel menus if possible

  • had happen to me also on arcade, on my latest example uploaded, as randomly said after a few refresh pages it worked for me also, however 2 days before that to happen, wasn't doing it, someone is working on the arcade section i think Tom ?:D

  • I think, your option is easier, but since saving to LocalStorage, saving a dictionary as JSON takes less time since it only saves one Local Storage item instead of multiple.

    No offense, just trying to figure out what's more efficient.

    no offense taken, ha ha, i just didn't knew array are saved as 1 file in json ... might be much less time consuming your approach, but maybe a little to complex?

    mine just uses direct numbers, for prebuilt like template games, nothing that is randomly generated. which i think his template doesn't need to over complicate to much, since its a small sidescrooler.

    im now curious about your array/ json approach sounds something that could benefit a more complex game or database.

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  • why do you use arrays to save levels or asjson? you only need 1 variable

    Edited : My bad 2 or more global variables, currentlevel, maxlvlreached,hiscore,score,coins,dogs etc

    and more localvariables for all the items you use. so you can give them a number assigned to them and no UID or IID wont work.

    at end of layout > save item "level"&currentlvl  
                                            > save item "hiscore"&currentlvl  
                                            > save item "score"&currentlvl  
    
    //then in main menu//
    
    for repeat maxlevelreached = call item "level"&1+loopindex // (1+loopindex in case you run the loopindex with a 0 based loopindex if you want you can try using for "" from 1 to maxlevelreached then call item "level"&loopindex)
    
    for any itemget 
    
    pick by comparison  levelicon 
    
    "level"&levelicon.number = localhost.key > set level to localhost.itemvalue
    
    [/code:1uwjo4qt]
    
    now pressumable you know what i talked about, then you dont need arrays, or any json file or asjson. dont know who told you that.
  • "MARIO" CRTTTTT, best CRT there is he he he! All Hail Master Gigatron!

  • im not sure what is the exact problem? do u have a capx that represents the issue?

  • nice artwork Kenney you never stop to amaze me

  • I have 50 instances and I need to get some instances and change the frame of them one by one. I am trying to do this using the UID number but it is not working.

    My pseudo-code:

    Repeat numTimes
    > Pick all Sprite
    > For each Sprite order by Sprite.UID ascending
    > Sprite AnimationFrame > 0 : Sprite Set AnimationFrame = Sprite.AnimationFrame+1[/code:32k9refy]
    

    try using IID - its the numeration of objects that are part of same type. while uid - is numeration of objects all placed in screen (if you have other objects placed your objects you pick wold not have a incremental order like from 1,2,3,4,5,6,7,8,9 but more like sprite uid 1,2,6,12,13,14, etc)

  • 1- Create a mesh instance for the worm

    2- Apply a skeleton behavior to the mesh

    3- Create animation range

    4- Play it

    1- Create a mesh instance for the worm - newmesh object place it to screen layout.

    2- Apply a skeleton behavior to the mesh - this goes to newmesh palced to screen layout

    3- Create animation range - this is why i asked for cloned live.... anyway just use the system condition "For " in the name of loop type your animation example

    for "swirl"
       from index 0 
    
       to index 20              
    
    [/code:zzwrqa5z]
    
    4- Play it   - action - newmesh play animation
  • if you put the time in and you have time to stay and develop it at that quality level yes, but its not going to magically make it by itself.