lionz's Forum Posts

  • I would love to see a game where you can build your own coasters, or even a game where you can "ride" pre-made coasters. I don't know what roller coaster tycoon is though (I've heard of it but never played it). Is that more like a simulated theme park where you make decisions to make money etc?

    Yeah it's more of a decision making game where you do build the theme park but you have to do it in a strategic money making way. There is an open world option though where you can just build a park for fun without objectives. Theme Park World on the Playstation had a feature where you could ride the rollercoasters you built in first person, Tycoon probably has it but can't recall. Rollercoaster tycoon does have enough options to make it pretty much seem that you are building your own rollercoaster, you can place the tracks where you want and set the colour, theme, name, speed, carriage type and size etc etc. Mechanics for riding a 3d coaster is going to be pretty tough in C2 haha, even simulating it in 2D sounds difficult. Also see one of the above posts, the game Planet Coaster on Steam looks like it is doing well and has this kind of thing in full 3D.

  • What do you need help with?

  • I think the estimated memory usage is based on the biggest layout. If you have a layout full of assets then its probably based on that, but this won't be used or loaded in the game so performance should be fine and the memory usage is going to be much lower. You're using it as a store for assets yes? I sometimes do that because you need an instance somewhere to set the initial values. If you have just the one layout at the moment with the background image then the memory usage will be based on that but it seems quite high for just one sprite.

  • Try and keep it below 100mb. Best practice is to load in smaller images. Another is to use the tilemap stuff but seems like you have already dismissed using that. I don't know why you would want to limit the number of layouts, this doesn't really do anything. If using a single layout is better for your project then that's fine but it won't affect performance. A layout doesn't load until you go to it. The memory being used is for the current layout.

  • If you need to keep track of the number of objects :

    System pick all Object1

    --- Object1 is on screen > Set Global Var to Object1.PickedCount

    Now Global Var is the number of Object1 on screen. Whenever Global Var is 0 then none of them are on screen.

    If you don't need to keep track of the number of objects :

    Object1 is on screen > Set a variable to true

    else

    Set false

    This would mean whenever any Object1 is on screen then the variable would set to true, if set to false then this means no Object1 are on screen.

  • No problem

  • Hmm from the way you've set it up you could potentially do this :

    On button clicked, set another GV to true i.e. GV_Playing

    Then while GV_Playing is true, if tag "word" is not playing (inverted isplaying) then play "incorrect", set GV_Playing to false and call the function. If "word" is playing then it will call the function on "word" ended anyway, and set GV_Playing to false.

  • How are you currently doing it, or are you also looking for ideas on a way to do the main comparisons?

  • In general, it'll be something like if "cat" play cat, "dog" play dog, ELSE play "incorrect" where the else just covers every other possible entry.

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  • Is this using the multiplayer object or something else?

  • I've worked on a Rollercaster Tycoon style game, standard theme park - place some rides, some mechanics involving guests and research etc etc. My question is, now it's hit a prototype point, should I continue it? Is anyone going to buy it if I push through and make it for release on Steam etc? I'm interested to see what people think about the market on these type of games and should I even be trying to go for this genre. Maybe adding a load of DLC packs would work, or a unique theme.

  • There is a rexrainbow plugin for system date and time where I think you can calculate how much time has passed or if it has passed 00:00 and then on loading the app it would decide whether the variable needs to be reset.

  • If there were game breaking bugs with the C2 features that are present in your game and are now fixed in later versions of C2 then yes, otherwise I don't see why you would need to update your game unless you were adding something to it.

  • Although it's a little messy in that capx the array is probably the best way to store the positions that the enemy is going to move to. This way you can just store where the player has moved easily and then every few seconds have the enemy move into the same positions.

  • I wouldn't make a habit out of spamming the forums, especially on new years eve haha What's wrong with that method?