lionz's Forum Posts

  • 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.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • 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?

  • If you want enemies to stay destroyed then you can use the Persist behaviour. If you want the character to spawn somewhere else you need to store the co-ordinates somewhere and use them when returning to the layout. This isn't really related to an inventory system though.

  • Yes Monaco is great!

    • Post link icon

    "As a result, we’ll soon be ending support for the Public folder. Dropbox Basic users will be able to use the Public folder until March 15, 2017. After that date the files in your Public folder will become private, and links to these files will be deactivated. Your files will remain safe in Dropbox."

    Soon all the shared files like .capx examples in older posts will be made redundant. Not fun.

  • Sure, just send me $500 first..

  • I always loved the Rollercoaster Tycoon series. And I actually prefer the 2D isometric fake-3D style (like in RCP2).

    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.

  • 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.

    Command & Conquer style, just using that as a base idea. I'm reusing the construction grid stuff from the theme park idea and I've since got units grouped and moving to locations and attacking buildings. Was a busy weekend.

  • As long as you don't run any events that cancel each other out then it should be fine. In general the grouped logic will be for separate things and won't start altering variables required in other areas. Just be aware that if you see any bugs involving variables then it could be the ordering but you should be fine.

  • Done with a variable, you pick the item and you set the variable on the player or globally, i.e. blue=1, red=2, green=3.

    Then its Player_Base - Platform is moving

    condition: if variable=1 play animation bluesuit_run, if variable=2 play animation redsuit_run etc