amicable's Forum Posts

  • 4 posts
  • the fiddling with the text code worked like a charm, thank you!

    i'll try implementing that system in the combat, it shouldn't be too hard.

    Urled

    sorry, but i already have a realtively simple system for dialogue set up. i already actually downloaded and had a look at that file while i was trying to decide which one was best for me. it's a nice system though!

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  • hi again, I have a few more questions that I haven't been able to find answers to in the forums.

    first, for the text manipulator object, and the write text action, is it possible to combine the two?

    i'm trying to use an .ini file to work with the dialogue in my game, since it seems to be a good method to use. however, I'm also trying to have the 'appear as though a character is talking' effect that's generated by the write text action. the code I have only works with the set text action.

    -

    second, I'm trying to come up with some formulas for attack damage. I've got a rough system currently set up for basic damage, but I'm stumped at how I could set something up for a critical hit chance.

    i figure a variable called 'luck' or something would be used to increase a % chance for critical to activate, which would double the final output. i'm just not sure how to add it into the damage formula. (my math skills are very very rusty, I haven't done any complicated formulas since high school. hoping they'll come back to me as I work on this!)

    any help would be appreciated. thank you!

    (please excuse the mess in the file, i'm in the process of putting the combat system together. attack formulas can be found in the birry event sheet under stats, and dialogue doohickeys can be found under global event sheet, chat.)

    dl.dropbox.com/u/39178822/btest3.zip

  • 1) oh my goodness I should have thought of that. so simple! thank you!

    2)hm, I haven't tried using flash yet, as I wasn't sure what it does. I'll give that a try.

    for animations, I do have them all set manually in events. as far as I was aware, tags don't work in 8direction.

    Thank you!

    edit: worked like a charm. I also figured out how to get the hit animation to work (albeit with an overly convoluted process that's probably not necessary)

  • Hey, I just started recently to use Construct Classic to start building the rough beginnings of a game I want to create.

    I've been managing to get most of my problems solved by searching the forums (you guys have an amazing community, so full of helpful people it blows my mind) and looking at tutorials (as I slowly learn how to use the system), but there are a few things that I can't seem to fix.

    Firstly, the health bar that I'm using is a code I found up on the forums. The odd thing is, copying it over to my game, the bar decreases at both ends when it goes down, rather than only on the right-hand side. Is there any way to fix that?

    Secondly, and this is a bit more complex, when my character stands in the zone surrounding the test monster, I'd like him to take damage over time, and for the monster to play a specific animation when he takes the damage. (to simulate a monster attack speed. if there's another, better way of doing this, I'd love to hear. that's just how i imagined implementing it.)

    Also, I'd like the 'hit' animation to play and stay active for a short amount of time when he takes the damage, right now it doesn't seem to want to be co-operating.

    Finally, for now, having a bit of trouble with a bit of code concerning overlap with other objects. Is it possible to find a way to use the 'overlaps on offset' for multiple families/objects? (say i want a different offset for different things), as it is, I can't seem to do that and have to merge any objects i want it to work with into one family.

    If anyone could give a bit of assistance, I'd be ever so grateful. Thanks!

    dl.dropbox.com/u/39178822/btest1.cap

  • 4 posts