lionz's Recent Forum Activity

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    >

    > It tended to be complaints from the countries where $99 is a huge amount...

    >

    Not my issue with it.

    > ...if my aim is to make money with games, then 99/year is downright laughably cheap!

    >

    But you only make money if you actually end up fully following through with it.. and how many times does that happen with even people trying to release something? Probably less often than not.

    For a lot of people with plans but not necessarily time/life stuff comes up (intermittent users), it's not a great value if you're not using it a lot of the year. (To say nothing of the ownership issue.)

    Even for a subscription scheme, the annual buy-in still seems to me a crazy/terrible choice. It's a bad fit for intermittent users. (This is not like Spotify or something where you can find time to use the service pretty much anytime). If not month to month, at least a 6 month option should be available.

    I didn't write that..

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    So Scirra has said that there will be a free Construct 3 version. If I'm making games for a hobby or I'm just starting out, I will use the free version. And it's not like 99/year is an expensive hobby. Christ, I pay 50/month for my gym membership!

    And if my aim is to make money with games, then 99/year is downright laughably cheap! I feel like some people don't understand the value of these game creation tools like Construct. Hiring even a beginner level programmer will cost you over 2000/month easy. It really is amazing how far all of these game creation tools have come.

    That's my two cents.

    It tended to be complaints from the countries where $99 is a huge amount or large % of salary, which is understandable. There's always the free version though!

  • I don't think it's a case of 'listening', I doubt the features were made overnight because of views expressed in the forums. This is why it is better to wait to see what is revealed instead of getting worked up about what hasn't been revealed and what might not be there. I saw a petition to include an exporter, which was unnecessary as it always existed. Scirra are just keen to use this slow reveal method and it has only ever been good news for C3.

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    The frustration has come from announcing a new payment model for subscription without revealing what you would be paying for, then revealing the capabilities of C3 slowly feature by feature a day at a time. This has just angered some people. I think the $49 for first year, $99 for future years will be worth it in the end so the slow reveals don't matter too much. Also any qualms regarding the browser-based client have pretty much all been answered now.

  • To have it constantly moving toward the object you'll need to do it every tick. Doing it once on the click of a button will move it to where the object was at the point the button was clicked.

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  • Yep as above, you can also use set angle towards and then 'move forwards'. Did you mean that you can't use behaviour because pathfinding is a behaviour, only plugins right?

  • Yeah set width and height, sorry not had coffee yetttt

  • PlayerBox set size Player.width, Player.height

  • Not an instance variable, there is a trigger event 'On enemy destroyed' which will action if you are destroying an enemy when hp drops to 0. They will also trigger once only by default. If you use 'On enemy destroyed' you'll find that the picking is a lot more solid and it should work in theory.

  • > You are probably looking to use an array inventory, complex at first but useful once you know how. Check out the manual and some tutorials on how to create an inventory from arrays. If you pick up an item that's on the ground you would then add it to a slot in the array. The array can store the stats of the item etc

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    Its usually better to decouple your item data from c2 objects. The c2 sprite should just be the handle that references the 'item' in the data structure, then you can pull data out for when you need it.

    Yep I didn't really expand on the arrays after saying look at tutorials. This thread quickly became less about an inventory storage and more about assigning variables to loot items you pick up in an action RPG type game.

  • I know how to make a single coin image fall from the top of the screen using the particle object but it would just be a single frame. You could potentially move a coin sprite object down the screen as it is animating?

  • I don't think so, particle object is more about applying an effect to a single image. You will just have to create an animation in the normal way using the sprite object.

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lionz

Member since 5 Aug, 2013

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