DrewMelton's Forum Posts

  • In that last screenshot, it would help a lot to move the text a bit. Have the text on buttons like "shop" and "quest" be in the center of the button, and for the main text in the brown area, leave some space around the edges so the text does not hit the sides of the brown box.

    In regards to colors, if you look at some older classic 2d games that are similar to yours, maybe you can get some ideas for pleasing color palettes. If you are not sure what to look for, maybe I can post some examples.

    I hope that helps.

  • Ashley

    Thanks for taking time to work on this.

  • Little Update

    Changing how the dungeons look a little bit, just to squeeze as much atmosphere into them as possible.

    Old:

    New:

    As you can see some of the enemies aren't animated fully yet, but that will come soon. Depth/Z sorting between NPCs is another stumbling block we've hit, so if anyone can offer up any tips for solving the issue it would be greatly appreciated!

    This is a small criticism, but I wondered why your brown doors do not follow the perspective like everything else. Look at the grey door on the right and notice that the sides of the door are in perspective. The sides of the brown door, on the other hand, are perfectly parallel, and this makes them not fit the perspective. If you were to fix this, it would make them sit down in the level better.

    Also, in regards to sorting, I created a thread a while back where I needed help getting objects to sort properly. The solution was pretty easy, so I'll post a link to the thread. Let me know if that helps you.

  • +1

    The game I'm working on is designed for PCs, not phones. I want to see Steam get the support it deserves as the best way to sell games for non-mobile platforms.

  • I've been working on mine for the last 4 months or so. The turn based system was kinda tricky, but it seems to work okay. I've had to be creative to solve a few problems here and there, but I'm happy with the way things are going. I hope to be able to show it off in a month or so once I get some more graphics done.

  • Seems that the pathfinding object is just turning. Try increasing the turning rate.

    Hey, that actually helped me with my game too! I got so carried away with other things that I kinda glanced over rotation speed since I'm just using the box as a pathfinding device that the characters are pinned to. But now they can turn around the other direction faster. Cool stuff.

  • Cool, thanks. I'll play around with that.

  • I'll try to use "is overlapping" whenever possible. As long as it triggers reasonably fast, it should be fine. I'll test it. I'm already using it in some places, so I'll see what else I can do with it.

    What about distance checks? I need to use them quite often. I didn't know if they were more resource intensive than collision checks since I'm not big on the programming side.

  • I keep hearing that too many collision checks can be a bad thing, but what about distance checks?

    For example, if a guy walks over a trap and takes damage, it could be done two ways. One, it could check for a collision with the trap and say that on collision the guy takes damage. Or two, it could compare two values, and then compare the distance between the guy's X and the trap's X and when it's less than 100, it triggers the damage.

    Which way is more efficient? I keep running into times when I need yet another collision check, and sometimes a distance check is better anyway for flexibility. For example, I can set a distance check greater than the sprite's bounding box if I want a bigger trigger zone.

  • There's no Steam plugin or anything for C2 yet, so everyone put your games on Steam so there will be more demand for a plugin! (there is this thing [>] but no idea what to do with that.)

    Yes, Steam is going to be my targeted platform as well, though it will be a few months. Hopefully, I can get a thread going within a week or two.

    But yeah, I'd love to see Steam support. I mean, not everyone is making mobile games, or at least that's not our main goal, so I'm with you on this one.

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  • I've had this happen several times during my current project. The animation frames lose their picture and image points are gone too (I think). I only find out when I play the game and see a big error message out of nowhere. I think mine happened for the same reason as yours.

    I tried to reproduce this with a new project, and it did as he said.

    I also noticed that if you do NOT save right after renaming, that it does not create this error. If I preview it without saving, it usually works. So renaming the animation, then saving seems to be the issue. Of course, I don't know if saving later will have any effect, so I don't want say for sure.

    Also, it does not seem consistent, but I was able to get the error to pop up multiple times while trying.

  • Well, I'm currently replacing the family's boolean variables with global variables, one for heroes being active and one for enemies being active (or maybe just one global variable and use it for both). I hope I can get it working. I've made some progress, but this is still annoying.

    I still don't know why the game/C2 got in a twist when I removed something from a family.

    Edit: well, I think I have the game fixed using a global variable set to 0 or 1 to replace both the heroes and enemies' family boolean variable. I'm not going to use family variables anymore.

  • Okay, so I just wanted to clean up my code a bit. I had some placeholder enemy sprites that I added to the enemy family and whatnot and was doing some testing with.

    I've since moved on to new sprites and left the old ones in just because they had some different code that I might want to reference.

    Well, I no longer need them, so I removed them from the family, deleted them from the object menu, and removed all code from the game that referenced them.

    But for some reason, the code won't work without them. There's an event that states when all the enemies are killed, that the player's turn comes back on (it's a turn based game). It works fine when there is one "new" enemy left, but with the new enemies gone, the game just doesn't do what it's supposed to.

    It works fine if I leave the old enemies in the game... even though they don't appear anywhere or have anything to do with anything.

    I just don't understand why the game won't let me get rid of them. Not a single event references them (I searched), the sprites are completely gone, the family is using just the new enemies and not the old ones. There's no reason for this!

    Please, does anyone have any ideas why this is before I smash my head through the monitor? I might be able to make a brand new family and replace all the code, but that's a lot of work. This isn't a small game. Besides, I don't want to run into this problem in the future.

  • I'm working on a party turn-based game with three heroes, and it's coming along quite well. Hopefully, I'll be able to post a screen shot in the next few weeks. I need to finish the character portraits and get some character and environment art done because I'm mostly using placeholders while I build the core mechanics.

    The HUD will be very much like Baldur's Gate, but the characters will handle more like Golden Axe 2d sprites. The environments will be isometric like a combination of both of those games.

  • Yes, it would be nice being able to select objects that are sort of hidden behind things or to be able to select a group of objects more easily.

    One of the following would be nice.

    1. Shift-selecting from objects menu as was just mentioned in this thread.

    2. Selecting all objects in a container.

    3. Selecting all objects in a layer.

    The only way I can do it now is have everything I need to select in one layer, and then draw a bow around them. Or if I just want one thing, I need to move stuff out of the way and then line them up again which can be tricky and time consuming.