Anonnymitet's Recent Forum Activity

  • Tested out the steam leaderboard feature with this plugin and it works like a charm! Collects and updates steam users scores on the fly. Amazing work

  • Here is a quick example of a particle explosion which you can make in like 1min <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Live Demo:

    https://dl.dropboxusercontent.com/u/100 ... index.html

    And here is the capX:

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

    You can tweak it in many different ways.

  • Devlog

    Wow, that is really good looking and that inventory system looks fantastic!

    Anonnymitet

    I will get steam overlay working no worries.

    Ive been asking the devs of Steam4C2 about Mac & Linux support for a long while now, and never had a response other than 'working on it' so it's not a viable solution for me.

    Aha, I see. Your game is for Mac as well. Didn't think of that. Steam4C2 works great for Windows and Linux though. I didn't bother releasing my game for Mac so that wasn't a problem for me.

    But I hope that you'll get it working then. Best of luck!

    yes, but only for those who have a lot of money, and believe pounds becomes very expensive for me.. converting 59 pounds to the currency of my country (Real) would cost R$ 251.96, and that I consider much (it's more than I paid in construct2 license and greenlight rate together). When I have this money will be other story, but for now =/

    I understand that and I know that is why many are waiting for the official plugin. But I just wanted to let people know that there is an alternative that works if they didn't know. And if you have a game ready to be published on Steam, then you'll earn that money that you've paid for the plugin back the first day of release no doubt.

    But I totally understand your situation Gillenew. But I have seen your creations and your great games should be on Steam with all its glory features

    Hmm i figured out that it runs straight from the folder, like if i browse local files, so i tried removing the --in-process-gpu flag from the steamworks installation settings and that seems to have resolved it. Tho now i cant seem to get the overlay to come up. I dont gaf tho. Im shipping it.

    I don't know if this experimental is working or not but if you are thinking of shipping without it working properly I can then really recommend the Steam4C2 plugin on the scirra store. I use it for my game and it works like a charm with achievements, overlay, online leaderboards, statistics and everything. So it would be a shame to see you ship a game without such an important feature when there is such a simple solution available

    Always good to have alternatives.

    Anyway, best of luck with the release

  • Are you using rex google map plugin? If I'm not mistaken I believe that he has mentioned that it is not possible to place any sprites above the google map. Even if you have the map on the lowest layer and sprites on layers on top, they'll end up under the map anyway. Has something to do with the API.

    So I think that you'll have to find a workaround for it like using snapshot or something.

  • Dont use 'wait', use timers. In fact, never use 'wait'.

    Then use the system action:

    Set object time scale

    Restore object time scale

    Change the rate time passes for a specific object. This affects the object's behaviors and its own dt expression. Restoring the object's time scale returns it to the same time scale the rest of the game is using.

    I agree. Using timers and signals are way better than wait actions no doubt.

  • Have you tried to set the objects time scale to 0? Then that object is totally frozen until you reset it.

    And to stop an event which uses wait like you mentioned you can set an event with a sub event like this:

    So if the enemy gets frozen during the wait part of the event it will not trigger the spawning when reaching the sub event.

    Very easy to do but hard to explain

  • Sorry for the lack of updates. Me and wife lost our kid at birth, so I havn't really been in the right mindset for working on games lately, but feeling i'm gonna get back on to it in the coming days. Continuing on the stuff from my previous post.

    Oh no. That was a knife to the heart to read I wish you both all the best.

  • You can use System > repeat X times for that

    Just place that on the event and you can choose how many times you want it to execute

    [quote:31ymp8do]From the manual:

    Loops

    Loops can be stopped with the Stop Loop system action.

    For

    Repeat the event a number of times, using an index variable over a range of values. The index can be retrieved with the LoopIndex system expression and passing the name of the loop.

    For Each

    For Each (ordered)

    Repeat the event once per picked instance. This only repeats for instances that have been picked by prior conditions. See how events work for more information on picking. For Each is commonly mis-used or used redundantly - actions already apply for each instance picked by conditions, so it often is simply not needed. However, if you fully understand how the event system works, it can be used to force the event to apply once per instance where the event system would not normally do that. The 'ordered' variant allows the order that the instances are iterated in to be defined by an expression. For example, ordering by Sprite.Y ascending will iterate the top instances on the screen first, moving downwards.

    Repeat

    Simply repeat the event a given number of times. This tests any conditions following it on every repeat, and if those conditions are met also runs the actions and any sub-events on every repeat.

    While

    Repeat the event until one of the other conditions in the event becomes false or a Stop loop action is used. Be careful not to create infinite loops which will cause the game to hang.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Anonnymitet Thankyou, I was just wondering how well your game has done for you financialy on a scale of 1-10, it's absolutely fine if you don't want to awnser I was just wondering how well steam greenlight games do.

    Can't really talk numbers and hard to put it on a scale. But for a game without any promotion and a small early access game in a nisched genre it has done really good. But greenlight games are different and some do well and others don't. There are many greenlit games that has been released on Steam and almost sold nothing so publishing a game on Steam is far from a guarantee of success.

    But I'm happy that my first game I've made sells as good as it does even though it is in early access in a nisched genre. And it will hopefully sell alot more when the promotion starts after the full release. The game is also ready to be published on xbox one which is a more suitable platform for this type of game.

    So we'll see what happens in the future. But my skills has improved alot since I started this game so I know that my next game will be so much better so I'm excited to finish this one and start the next project x)

Anonnymitet's avatar

Anonnymitet

Early Adopter

Member since 11 Feb, 2014

None one is following Anonnymitet yet!

Trophy Case

  • 10-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Popular Game One of your games has over 1,000 players
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

16/44
How to earn trophies