EpicRaid's Forum Posts

  • Well, I'm kinda winging it too, since I'm only a starting and an indie developer, winging becomes part of the job. But I'm enjoying the process of making games. But also treat it bit like a business or work. It is work after all.

    But RTS is always interesting too. Not sure what you have in mind though.

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    I think that's kind of a cool idea, the dinosaur park. Except that it's going to take quite some effort to get proper graphics (read: animations) for dinosaurs, even for top-down. But then again, it's all about searching for that one affordable artist who can pull it off.

    It does sound like that you don't know where to go with your game. When starting, I personally find it best to have a good idea of what the game should be. Admittedly, I start with an idea, visualize it on paper, and then 'wing it' as I go by adding more features and ideas. Anyway I digress.

    Just saying, perhaps it would be easier to give your game direction if you had an idea on the table. All it takes from there on are audio, graphics and programming. I think you are at least capable of the latter.

    If you want the game greenlit on Steam then I think it will need to be in an advanced stage. Like where you have a small demo, but the graphics and perhaps audio, or at least a soundtrack in place. People can be crude, especially with the flood of new games in that section.

    So if I were you, I'd really think well about platform and the idea. If it would be a theme park in RCT style, then people on Steam might be like; 'what is the added value/difference with Planet Coaster, Parkitect etc.? But if you go to the Kongregate or Newgrounds then you'll have an audience that love to play these small 'in a box' games.

    Or at least that's how I view it.

    Also, you could collaborate with an artist. I don't know how much exactly, but art may cost you hundreds of bucks.

    • R
  • OK, let's see..

    Gyrospeed

    Gyrospeeder

    Space Dungeons

    Space & Dungeons

    Space Crawler

    Graviteer

    Gyro Master

    Space Race

    Combinations, like Spacedoubt made with 'Gravity' and 'Adventure' are neat too.

  • Doing something similar to Rollercoaster Tycoon, isn't that a bit too much asked from Construct 2? Perhaps like Prison Architect - I never played it but saw that is was top-down - it could be done nicely that way. Perhaps some 2D (not isometric) like shadows or at least some illusion of an extra dimension besides top down would make it only much more nicer.

    Have you done some research on such theme park tycoon games already existing on the web? Mobile is definitely getting more and more popular, and tycoon games seem to have a never ending demand. But yeah, RCT on mobile is quite professionally done, lol, so you will be in direct competition.

    Why not go for the desktop audience, you could sell many licenses (if your game is well done) and I don't think the big sharks are going after that. The way I grasp it, is that the big kahunas go for the big bucks, obviously. They have everything to make a game look and play that great.

    I don't know how much time you have on your hands, how fast you work, and if you can do everything on your own, but if you got what it takes as an indie developer you can afford to make errors. Why not go through with it and gain some experience? We don't know much about your plan, do you want to make thousands or would a some pocket money and experience be satisfactory?

    In any case, I am kinda excited to see what you have so far. I believe I saw a 'demo' of your theme park idea once, I thought it was kinda interesting and am curious as to how you developed it so far.

    Anyway, from my online marketing experience, it's better to go and take your piece of the pie / piggy backing on a trend rather than doing something that has never been done before. If you do everything right, make it interesting, sound and look good, you shouldn't have to worry about the concept itself.

    • R

    P.S. I know little about marketing your game on Steam but I always felt it's swarmed and even greenlit games get little exposure simply because people generally go to Steam for high quality or AAA, or at least AA titles. I got the idea sites like Kongregate are much better suitable for games made in Construct 2.

  • A layout doesn't load until you go to it. The memory being used is for the current layout.

    Hey, thanks for your reply.

    So if I didn't put all the assets on one layout it would affect performance correct? In a positive way.

    Multiple layouts would reduce memory usage no? Backgrounds for example. All unique pieces. Instead of having them in one sprite, divide them and use tiled backgrounds each unique one on a seperate layout?

    If you say memory is used for each current layout, the above would make sense.

    I'll go and see where what causes the big usage. I think it's the background sprite indeed.

    Regards

    • R
  • Hello,

    I was thinking of using an assets layout.

    My game is currently - according to Construct 2 - using about 40 MB of memory. That's for the one layout I have.

    Is that a lot? My previous projects had much less. I am currently using one single background sprite which holds different images for different levels. It also moves infinitely from left to right. Is it better to have seperate sprites for this? I'm using sprite because tileable background doesn't support frames and I would get like a ton of different backgrounds on one screen.

    Now I find it really, really convenient to use one 'level' layout, one 'menu' layout and so on to limit the number of layouts.

    What's better, use multiple layouts? Then I would have to use an assets layout for convenience. I tried placing them all on a seperate layout but for some reason I can't bloody figure out sometimes it wouldn't pin or spawn them on the level layout!

    What are good ways to reduce memory size and best practises for layout use? Multiple layouts for different levels? Or one, but load them from an assets layout? But why aren't they always loaded?

    Thanks!

    • R
  • lol, I've got that kind of stuff going for me all the time. Sometimes it's because I don't quite understand it all yet, but most of the time they're errors made by myself. For example, you forgot to add an instance variable or forgot to change it after cloning. Or replace errors after replacing objects in the code.

  • This is a very nicely done game. I didn't play for long though, was a bit dull to me. But I really like the shadow/light dynamics, how the block zombies act.

    Didn't see any instructions menu. Personally I think its a good idea to implement it just before the zombies come at you. For example, you can fool around within a set x and y to test controls (indicated on screen) and press enter to start the actual game.

    Or simpler, just a screenshot of the level, and the instructions on top of it, and 'click or press anywhere to play'.

    But of course, the game could use progress. And upgrades are always nice. I'm sure you heard of that flash game 'The last stand'. OK so I digress.. good luck.

    • R
  • Haha, I'm not sure, I just took the example from the tutorial. Is it not necessary? I thought dt was used to make it go smoothly. So it won't change angle instantly but move towards it.

  • You might have overlooked it.. but there is a condition that does that, two actually, 'Is overlapping another object' and 'Is overlapping at offset'. Perhaps you're trying to test overlap to something other than a sprite object?

    So.. just go Add event > select a sprite object > is overlapping another object > choose the sprite to compare overlap > add actions.

    • R
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  • Well, looks like I managed to get what I want with a little help from this tutorial:

    https://www.scirra.com/tutorials/1350/understanding-rotation-and-angles

    And how I got it:

    It works nicely.

  • Hello,

    perhaps a little bit of a noobish question, is rotate towards angle supposed to rotate smoothly, rather than instantly?

    I want my spawned missile to rotate 90 degrees counter clockwise (missile default angle is 0) smoothly. I thought that 'rotate towards angle' did that but I'm not sure.

    Or how would I go about doing this?

    Thanks.

    • R
  • 99Instances2Go You're a champ!

    That works perfectly.

  • 99Instances2Go Wow, that simple? Amazing!

    I'm going to implement it right away.

  • Oops, didn't refresh.

    Let me look.