DrewMelton's Forum Posts

  • If all you need is "hand" and "normal" then just use families.

    Put sprite 1, 2, and anything else you want in a family. Call it what you want.

    Then do something like this:

    cursor is over family- set cursor to hand

    else- set cursor to normal

    Get rid of every tick.

  • I have uscript and dont understand why you think it is similar to construct's event sheet

    They are nothing alike. Uscript is a node based approach, c2 is an even sheet approach

    I watched a few videos of a Uscript tutorial. While it may not have the event sheets, it did look familiar to me. I saw actions, conditions, variables, animations, so on. The "node" approach is a little different, but I picked up on it pretty fast from my time with C2.

  • you should try uscript for unity

    Hmm, I'm tempted to have a look at that.

  • Just curious, why are you switching to Unity for this one?

  • Okay, some more updates!

    • Fog of war added. Well, it only works with doors though for right now. You can see it with the small room on the left with the door leading to it. There was also a fog covering the big room the characters are standing in. It disappeared when I opened the door. This may be the only system of fog I implement, but I haven't decided yet. Fog is tricky because it has to keep in mind line of sight to enemies or objects.
    • The target system has been refined. You can see a red circle under the enemy. This means I am targeting him. All attacks or arrow's fired will go towards him. I made this since there will be some areas with more than one enemy.
    • I did some more optimizations and cleaning. Nothing major here, just trying to keep everything organized so I can clone objects or add new levels without much fuss.
    • I made it so that when you move the mouse over icons in the HUD, it will give a brief description of what it is.
    • I made some small tweaks to the A.I. and combat. You can do some hit and run techniques if you have the skill for it such as hide in shadows (and can get out of site fast enough).
    • I refined the lockpicking mechanic for the doors and chests.
    • There's probably some other stuff, but I doubt it's worth mentioning.

    I also tried to make is so there could be multiple of one enemy on screen, but I couldn't get it to work. I got it close, but this game and the A.I. is pretty complex. I spent several days trying, but I like the system with just one enemy. I can use functions so the damage is dealt at the right time with the animation, and a few other things. I also had some issues with going back and forth between layouts with multiple copies. Overall, it just wasn't worth the effort. I would have also had to drop stamina for enemies just to do it.

    Now, I will be able to add more than one enemy to an area, just not exact duplicates, which is still fine with me. This is not a hack and slash game anyway. Only some areas will have multiple enemies anyway, and they need not be clones of each other.

    Anyway, now I am going to work on design rooms and areas so I can get some strategy going. For example, planning out where guards might be in relation to treasure chests, or putting thought into ways to get by guards. I want the game to be interesting and rewarding. You are a thief after all. If you had no use for your skills, it would be pointless.

    I also want to build my second enemy, even though it will forbid me from previewing or using the debugger ever again (unless I delete him temporarily).

  • Thanks! Yeah, I'm keeping it fairly conservative to keep everything manageable. This is also for gameplay as well. The goal is not to take on large mobs, but to use strategy and plan your route since even one guard can kill you in this game (elite guards, not the scrubs).

    Actually, the blasted 10,000 image limit will pose a bigger problem than image memory usage. If I so much as add one character, I get the red loading bar and have to export the project to see it. I wish there was a way to have C2 generate sprite sheets on preview.

    I'll have a new update soon. I've mostly been working on tweaks and optimizations this last week.

  • In this case, it sounds like it would be better to just leave the layer visibility in the editor properties alone, then manually control the visibility through actions. Put an action for both setting visible and invisible when you want them to occur.

  • If you are exporting for PC, this is about the only way I know of for a desktop exe. If you need a smaller size, just use the 32bit version. It even runs better sometimes (and I'm on 64bit system).

    This isn't my area of expertise though, so if anyone else has advice, let me know.

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  • Well, I exported the project, and it was the same size as what you said. I opened package.nw with winrar and looked at the sprite sheets and images. Everything seemed normal. I didn't see any sounds, and I didn't see other things that would add to the file size.

    I also started a new blank project and exported that. It was also 82mb in 64bit node-webkit. So, it looks like that's about as small as that export will get. The 32bit version is a little smaller (and should probably work fine).

    I don't think there's any way to make it smaller seeing as how a blank project is the same size almost.

  • My first game (before moving on to my current project) was going to be a platformer inspired by Ninja Gaiden, so I did a ton of work to get good controls. It takes a bit of experimenting to get it right.

    If you look over the original thread with the notes I wrote and the capx I sent, maybe seeing it with fresh eyes will help you get it the way you want.

  • I remember this. I think I lent you a hand when you were first getting started. Good to see you are still keeping it going.

  • Thanks! I'm glad you like it.

    I've been taking a break the last couple days to refresh my mind a little. Time to get back to work!

  • As promised, here is the video with commentary on how I set up the levels. I talk about getting everything to work and the challenges I faced. (probably looks best in Chrome at 720p/60fps).

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  • Thanks! It's been a dream to recreate the look of those old fashioned isometric dungeon crawlers. It's been a lot of work, but it just looks so nice, it's definitely worth it for me.

    Synchronic Thanks! I'm glad you are liking it. Hopefully, I can get a demo up eventually.

    I am going to finish testing the sorting and a few other things and hopefully get up a video either tonight or tomorrow.

  • Okay, so now that I'm finally feeling better, I can get back to work. These last couple days I've been trying to catch up and get the z-sorting done for the levels. It's been a lot of work testing and experimenting. I've made some good progress though.

    I made the wall sections a bit shorter, modified the door into multiple pieces, made the doors functional (can open them), organized some new layers so certain wall sections would be properly placed without having to be sorted at all.

    Here's a new screenshot showing the character using the door. I still have a few things to test and work out. Then, I'll put up a new video.