Candescence's Forum Posts

  • Well, I DO have a game concept that was originally supposed to be for a 3D game, but I suppose could work just as well as a 2D game...

    Edit: And, after what Deadeye said, I feel like a twit. I suppose it wasn't quite suitable after all, nevermind.

  • If this is the wrong section to put this in, feel free to move it.

    Now, I've raised the idea in the chat, and people have agreed it's a pretty cool idea, actually executing it will be a problem, however.

    Basically, it's a collaborative project to create a game to show off the capabilities of Construct, hopefully getting some attention and good publicity for it. Deadeye, however, pointed out that team efforts have a tendency to fail spectacularlly, and I'd rather not see that happen.

    So, who thinks this is a good idea, and who would like to help out on such a project?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It looks awesome, but my cap still won't work for some reason! Also, save doesn't work either.

  • I don't think the 'clicked' or 'double clicked' event even work...

    Seriously? That's strange.

  • Smeg if I know. Still, my real problem is modifying the hash table through the list, for example, double-clicking on a specific item would make the item in the table reduce by 1, but... HOW to do that, is another thing entirely.

  • Basically, I'm trying to create a list-based inventory. Currently, I'm using a list object with a hash table, and my current problems are:

    1. Getting everything on the list. For some reason, the last item is repeated and with no value.

    2. Double-click actions based on the item double-clicked. I haven't managed to figure out how to grab the specific item on the list and compare with the hash table.

    Here's the .cap.

  • Just posting to stem off the damn bots.

  • I nominated for best Project for Gamers, best Project for Multimedia, and Best Project.

  • Sorry, those instructions were a tad confusing, and I tried something myself, but nothing works.

  • You know, all this got me thinking about some things... And I've decided to add some ideas.

    1. List-based inventory: Not all games have grids with icons for inventories. Some games, such as pretty much any JRPG or the recent Castlevania games have list-based inventories with either one or two rows and scrolling, with the games of items displayed instead of graphics, the graphics normally being displayed when the item is highlighted, along with an item description. Surely that can be easilly interchangable?

    2. Equiping items: Pretty much. You want to allow the player to equip items of a particular attibute and only one (or two, etc.) of these? You can double-click or move an item to the equip slot and if there's an item already there, that item will either return to the inventory, or if you don't want to move items from the inventory to equip, just simply update the equip list. This could also be expanded in case of multiple characters.

    ... Thinking about it, we need an RPG stats plugin or something like that to handle that sort of thing, it would compliment an inventory very well.

  • Okay... With the logic in there, I'm not sure how you could have it identify particular lines and go to the next line. I was thinking of using numbers like in the place of sample|, but there doesn't seem to be any method of checking if it is the same as a particular variable.

  • Hmm... Could you hold more bits in there, for, say, multiple text boxes and stuff?

  • Touche, my good man. Alright, I've got four requests (you don't have to do them all, of course):

    1) Cutscene art. Basically, recreate the post-Metal Sonic scene to scale in hand-drawn art. Here's the third frame of it here:

    <img src="http://img17.imageshack.us/img17/6069/frame3.png">

    If you can't get to that point or otherwise, let me know and I'll send over the whole thing. It also helps to have references for Ashe and Julius, just in case.

    2) Character sprites: This fellow, who goes by the name of Junepi. Nothing much, just some standing, running, kicking, in the air and on the ground, pretty much it.

    3) Background art: An underground laboratory, with a mix of the styles of Classic Mega Man, Mega Man Zero and Mega Man ZX. Tiles and backgrounds would be lovely.

    4) Sprite editing: Remember back in Super Castlevania 4 when Simon could whip in eight directions? That was awesome. Why can't Julius do that? Basically, edit the multi-directional whipping from Simon's sheet to make him look like Julius. Ignore the bottom half of the sheet, they're for stairs.

  • I've been trying to find people who can help me out on my game's visuals, and since I've noticed people who have been making recruitment topics and people also noted it's perfectly fine as long as you have something to show.

    In this case, I'm looking for people to help me with the visuals and animations for my game, Aria of Destiny. (Screenshots and demos inside) You guys would be familiar with it, considering I have a topic for it in the your creations section. I'm looking for people who can do at least one of these:

    • Background art
    • Sprite editing
    • Animations (bonus points if you can do bone animations)
    • Cutscene art

    I've got the programming side of things covered. I'm not sure about sound, however, I do have music, but... If someone can also help with sound effects, that would be much appreciated.