daehawk's Forum Posts

  • I've made a few for testing purposes, have an RPG working on at the moment. But I've only uploaded 2 main ones atm. Have a third that's a slight clone of one of the other two I uploaded due to someone wanted a Batman one instead of Mario.

    Mario Pacman

    Inferno Escape

  • I started playing around with the Shadow Light and Shadow Caster some today to see how well it worked to see I could utilize it for the shadowing effects. Wondering if anyone has been able to test it out and find a way to deal with shadows starting from transparent parts of sprites. Tried playing around with Shadow Height but didn't seem to change it from the shadow cast or using it as an action.

    [attachment=0:mih6ifcr][/attachment:mih6ifcr]

    If I could get the shadow to start after X pixels from the top to where it started around shoulder height might be better. I've turned down the opacity while playing with it for now and it can hide it down some, but you can still see the shadow is starting based around the outline of the sprite and not based on the content within the sprite finding where the transparency ends and then content of the sprite begins.

    But I do agree that the length of the shadows is an issue. If could make it based on the height of the object making the length of the shadow. Or a setting/action where you could set it from 1x/2x/4x/8x/32x/Custom the height of the shadow cast object as the length choosing one of those values / being able to change the values through actions.

  • r168 I think was the same way that you're describing it. I have a back-up folder still for the project I'm working on atm that the backup is from r168 and the Sprites are the way you were talking about. r168 isn't that much younger than the current version, was the last Stable Release before r173 which is the current that is splitting up the animation frames as single images in their own folders.

  • Valerien Not everything is set up to where it's evaluated on every tick. Granted I could of added the section at the end that turns off that group, but was posting the information within a group targeting the code that I was having an issue with since had already narrowed down the issue. Yes I do have a few things that do call on every tick atm in a main section, but that's just group activity checking mainly turning some other things off at the moment. In Debug Layout atm highest I've gotten for CPU usage using popout mode for Inspect and Profile is 3-4% CPU Usage and that's on Layer Start up While going through the attacks and AI side peak has been 1% CPU Usage.

    Yes I am aware that on low end devices performance could become an issue. I do have a friend that has an IPad that I send her an uploaded version to test the touch controls if they are working as well. And have her tell me if she's having any lag issues with the touch. Since on my desktop and laptop I can only test the Gamepad, Mouse, and Keyboard controls. On a mobile device like a cellphone could be even bigger issue than the ipad.

    Things that I have added since last time I checked this post is the Enemy AI's turn. Current battle set up is a 6v6 for testing purposes. Left side is player controlled you can choose between Attack, Magic, or Special, After all player characters have gone the right side which is Enemy AI controlled will then go through their turns of "For Each(ordered) based on the Enemy.ID" and do their sequence of them choosing Attack, Magic, or Special then play the function for the one that the AI choose. After all the Enemies have had their turn the system turns off the enemies side and reactivates the player side starting with the first player and then goes back through their turn. Going back and forth this way.

    Debug Menu:

    [attachment=0:1u5finjd][/attachment:1u5finjd]

  • You're welcome.

  • You need a certain amount of Rep to post URLs, but you can add attachments.

    But what you're talking about is the Window Size.

    There's the Layout size which you can set by going to Layout Properties, but then in Project Properties there is Window Size. Window size is the game screen.

    Underneath where it says Layout Size that you are adjusting is a link that says View next to Project Properties. In there you'll find Window Size underneath Project Settings.

  • I have noticed something else with the Debug Inspecter. Depending on if it is in the window with the program or in a separate window it will display alternate usage.

    Debug No Pop-up Inspect:

    [attachment=0:n306r1x3][/attachment:n306r1x3]

    Debug Pop-up Inspect:

    [attachment=1:n306r1x3][/attachment:n306r1x3]

    Since you're saying that the Debug itself might be reading as high on cpu usage just by being there. Using it as a Pop-up Window of it's own might be having it read just the project itself in inspect and not the Project+Debugg for Usage times.

  • Valerien An "advanced" tutorial I'm sure will help out many others that are also interested in making an RPG with Construct 2. The more methods people know that they could potentially use for certain things can help them grow. Using your advice earlier with the "id = Self.UID" I had created a new layout and event sheet, since I figured I could probably work better in setting up the pieces together with it going from the beginning.

    There has been two issues I've ran into somewhat in the battle system remaking it. I've done some a work around for both of them at the moment. One of them the work around can hold fine, the other one I'm going to need to actually find a better way to do it for future additions.

    One of them is something you've completed for your prototype Dan the Rabbit. Which is the Attack buttons that pop up above his head. Now I'd tried a part where "Turn = Character.ID. Trigger Once" for the spawning of my BattleAction Icons, Watching it in just Run Layout it looks fine. But watching it in Debug Layout it's actually ignoring the trigger once and constantly spawning them on the character.ID who's turn it is. So modified it to an Opacity and Start of Layout set up that works. Which isn't too bad for a turn based menu atm for me, also changed the amount of events it used from 22 in my old system to 7 now. Works yes, but probably not the most ideal.

    This is the way my current one for the BattleActions are for players being run: [attachment=2:1nzy1992][/attachment:1nzy1992]

    So my question for you though are you using an opacity type for your Actions or were you able to come up with a way to actually get them to stop spawning rapidly?

    The other thing that I've been having some issues with that I've tried a few different things is setting up something in the Families for the Rotation of Turns. While using a single avatar for the character and setting it as the following:

    [attachment=1:1nzy1992][/attachment:1nzy1992]

    It works perfectly fine. It will set up PlayerLowest and PlayerHighest on each instance of CharacterMage. But if I have it spawn the other Characters as well from the spawn script with it set to the Family Character, and then change it from CharacterMage to Character in the setting the PlayerLowest it will only set the lowest ID with the Lowest ID and the Highest ID with the Highest ID. If I set it for each it sets the Lowest and Highest as the current ID. Hmm while typing and still thinking just had an epiphany so going to set up a method I just thought of.

    Yup it works. Before when I had it set up and it was working fine I only had Characters on both sides. Earlier today I had added Enemy on the opposite side and then started getting the issues I described above. But I've done the change I had an epiphany on and it works the way I wanted it to with the variables.

    For those that might run into an issue like this for their event set up, and want to see what I did to solve it:

    [attachment=0:1nzy1992][/attachment:1nzy1992]

  • You're welcome

  • round(random(1,10))

  • daehawk : You rather want to use a for each loop at the start of your layout and for each character, create a variable id = Self.UID;

    Then, every time you want to call a character you have filtered, you just have to call objectName.id

    Valerien : Thanks for the feedback and this is actually a good idea and method. Also has properties for some other things that I am now changing the way their events are set up for. As well as gave me some ideas on how to change some other things I was working on setting up. Thanks.

  • salam (peace)...

    I didn't yet started thinking on how to make RPG with Construct2 but I'm interested (I have RPG idea but the story isn't complete and it needs a team & I'm SOLO worker)

    hmmm... about this :

    >

    > The only way atm I've found of recognizing them since both are used on both sides P1 and P2 is by calling them by their UID's. If anyone knows a better method for that(yes I know could probably go with a separate sprite for every action and then call on just that sprite, but there could be a method with C2 I'm not thinking of).

    >

    >

    I don't think making P1 & P2 on the same sprite a good idea ,have you tried or thought of families?

    you still have to use UID to target them though..

    OR NOT-

    I once made a game (a test game actually) that creates and destroy the same sprite over & over again, since getting it's UID in real time is pain I use Instance Variable to get it. yeah it's the same way UID works but you can target more than one Instance if you made them with the same variable value.

    Greetings Ahmadmanga,

    The character sprites there atm are just place holders for that quote was about the Battle Icons above their heads in combat. Yeah I've used families in a few things in my Mario Pacman game and in this game atm I have Families set up for the Display bars on the stats, the text for the stats, and I have the Battle Icons in a family alone atm that I use to call upon them that way to set their Opacity based on ATB/Turn, Mana, and Special.

    Like here I'll post some SS's of my current system set up:

    [attachment=1:3df8273b][/attachment:3df8273b]

    [attachment=0:3df8273b][/attachment:3df8273b]

    [attachment=2:3df8273b][/attachment:3df8273b]

    The Battle Screen will have set type of icons that will appear above players heads. This is just the layout using atm to test it. For now have 1 player on each side, later will have more and will change a few more things with that layout and such. But mostly trying to set up the inner workings first. The Battle Icons I was talking about are the ones in the top image where their opacity are dimming or lighting up upon certain conditions. But since instead of using multiple sprites for each I have 1 Sprite called "Action" then within that I have the animations "Attack" "Block" "Cast" "Special". Then I placed 4 of each of those on each side of the field and changed it's Initial Animation setting it up to where it's the one I want to be displayed. But to recognize if it's the one on the Left side or Right side of the same Sprite Animation is being clicked I used it's UID. But yeah that's what the quote you posted was talking about.

    I've added some more sound stuff and animations to the Battles in my newest update to it that I haven't uploaded. Haven't worked out a solution to something I'm having a slight issue with the animation. I am using one work around solution atm, know of one more that could do it but it's not one I want to do which is just put it's collusion on the attack itself. Since eventually going to have more than just one on each side would rather the collusion call upon a single function. Work around I'm using right now is a wait command on the trigger to wait a second before calling the function and the function is called when the object is passing over the object it's supposed to collide with that then triggers it to go off where I wanted it to and then set off the explosion. But that's probably just a messy work around and might not work on a different angle shot. So yeah, just things working on playing with, seeing what I can do with it to work it with C2 the way I want it to lol.

    Edit: Went ahead and uploaded the current with the audio and animation of casting. Can be found here. Working on Special and Attack animation and sound atm for testing.

  • I don't see why C2 couldn't do it. Now doing it with only drag and drop all the stuff you need that'd be no. But also C2 you don't write the code yourself. You use Events that mimic coding essentially. So all you have to do is work out your Events and the Layouts. They have a TextBox Object that you can use to allow people to type into the box. Arrange them into 8x8 on the Layout field if you want. And then have Text elements that display words for them to type into. Can save the words into an 8x8 Array for the quizzes to read from for answers and for on the setting up when they fill them out.

    Validation you just make an event that checks the Array with the Entry. Then have it display Correct or play the sound.

    You can have all the controls you want in the thing. Like I just posted a Battle system starting basics for an RPG I'm making and it allows inputs from Keyboard, Mouse, Gamepad, and Touch.

    Do tutorials exist I'm not sure on that one because I didn't look. I'm not much into making education games. But visit the https://www.scirra.com/tutorials/top and look around there's a lot of them that can teach you things to do and methods to do them.

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  • I made a current test of my the battle system I've set up so far. Haven't worked on Animations the sprites are all from http://opengameart.org/.

    It's not completely faultless and I'm sure there are some more optimization in the events I could do. I actually did a recent optimizing for the events which reduced a lot of the repeated ones last night.

    I haven't set up:

    ~Character animations on attacks

    ~Blocking effects for that feature so that's set to disabled atm even though the icon I still have it to light up

    ~Status Effects(Poison, Sleep, Paralysis) will be with weapon effects and alternate spells

    ~Special Attack QTE

    ~Items Menu(Healing items, Mana Potions)

    ~Spell Choices for alternate spells

    ~Combat Bonuses

    ~AI

    At the moment it's set up where both sides are controlled by the viewer in order for me to test certain different features of the attacking. Controls are listed on the screen cept for the Gamepad Controls.

    For Gamepad: A = Attack, B = Magic, Y = Special

    You can also just click/touch each icon or use Keyboard controls.

    Icons are: Sword = Attack, Shield = Block(Not enabled), Ankh in Circle(Magic), Skull(Special)

    Battle System Basics Test