lionz's Forum Posts

  • If for some reason you want to set up something where you show only when the variable changes you could use a comparison variable.

    Var1 = 20. (changes)

    Var2 = 20.

    If Var1 is not equal to Var2, set text to Var1.

    Set Var2 = Var1.

  • Set text to variable every tick always shows the current value of the variable, is that what you want? Or do you mean update it ONLY when it changes?

  • I would do it by having the GV for speed set to self+random(x,x) and then with the on created disc event have the speed initially as (50,80)+GV where GV is initially 0 but then increasing to a random amount on every number of discs destroyed. That way also if you want to have different speeds for different discs or for example, destroying 10 large discs only increases the speed for large discs, then you can have seperate GVs, so speed is (50,80)+GV, (60,90)+GV2.

    To break it down....

    Created LG disc at speed (50,80)+GVspeed

    On (GV)LGdestroyed=20, set GVspeed to self+random(5,20)

    Now when a new LG disc is created, speed is set at random(50,80)+random(5,20)

  • > Yeah I like that style but tough to make in C2. I've seen some examples about for isometric, usually very complex. I'm trying a standard top down view for mine.

    >

    Yea, the math required to fake a coaster going around a simple loop in 2D is a bit extreme.

    Well in C2 I would've just played sprite animations of rides. I know the isometric view is possible but I don't think I'll look into it yet. I've decided on an RTS now anyway as it's open to changing the theme to something unique.

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  • Look at my second response in here, it seems related :

    You probably need to go to the On Created events for this, since the discs will be created with a set speed. You can set the speed there to a global variable and have this increase when a certain number of discs are destroyed.

  • Nope, layer irrelevant, just if it's touching. Small chance it could be the collision boxes if it's not working, make sure the wall and the enemy have proper collision and that they intersect and that collision is enabled.

  • Enemy on created, if Enemy is overlapping wall, destroy Enemy, create Enemy at random(x,y)

  • For browser based you're probably looking at ads only model for revenue. You said you want to make an 'epic' game though so if it's big enough and good enough then try and get it greenlit on Steam.

  • Here you go: https://www.dropbox.com/s/004nkes7fv86y ... .capx?dl=0

    I set up an ID so if you are in starting layout, ID is 0, layout B, ID is 1, layout C, ID is 2 etc. When you enter a layout it checks your ID, which will be the ID from the layout you just left from. So if you exit to the right at the start into the second layout, your ID is 0. It checks this and spawns you on the left if it is 0. If you enter the same layout from the right hand side (layout C) your ID will be 2 from that previous room. It just does a simple check, 0 or 2 and spawns in correct place. After the checks are done, it then sets your ID to the current ID of the room. When you then go into the next layout C it will check if your ID is 1 or 3, 1 being from layout B and 3 being from a future layout D.

  • I can't think of any other place indie developers would go to except maybe GOG.com, which allows game submissions. Steam isn't a hassle at all, you post the initial teaser up on Greenlight, get it upvoted which is usually the case if it is half decent and then tell them when it is going to be ready. If you think you can get thousands of sales then Steam is probably the place.

  • Well Steam is the main one for distribution, they take 30% of sales but you keep the rest.

  • Try some conditions 'when Trapano animation is not playing', or you can lock it out by setting a variable when you click the button.

  • 1) I think you've made this too complicated. All you need is two events, one for left and one for right. When Stapleton is overlapping the sprite on the left go to previous layout, when Stapleton is overlapping the sprite on the right go to next layout.

    2) You set Stapleton position but you don't actually create the object. When you go to a new layout you need to create Stapleton unless it's in the layout view by default.

    3) Again you don't have a cursor anywhere on the layout so it can't load it. If you look at Final Hall you'll notice that the cursor is off screen.

    Some tips :

    Previous/next layout works by using the order in which the layouts appear in the Project bar list. So next will always go to the next room if you list them in the correct order you want in the game.

    When you go to a new layout it unloads everything from the previous layout in memory, and loads everything on the current layout. This is why it can't see your objects. You need to have them in the layout already or you can spawn the player on start of layout.

  • It looks like that is the problem as it says play animation Fermo whenever the player is on the floor. The event you're trying to do above states when pressing a button and on the floor. So if you're stood still on the floor and click the button it won't do anything except play animation Fermo.

  • By not working, I am assuming you mean it is still showing the default anim? Usually a bug like this is caused by the set default animation overruling the button click logic elsewhere on the event sheet. Do you have any other conditions for setting the default animation that might be constantly true, so if you clicked the button it would still switch back to the default animation?