eliasfrost's Forum Posts

  • I have the same problem. I'm running on Windows 7 64x SP1. I can't use the feature at all, when I try to shift+rightclick the program freezes when I let go of RMB, once it froze my whole computer.

  • Thank you Genki

    A little update, first animation is finished:

  • I'm working on a new enemy type. Here's a quick screenshot of how it's going to look like when idle.

  • Looks like an interesting concept but for colorblind people it's going to be impossible to play (I guess you connect squares by their number and color?), maybe differentiate each color by adding symbols to them?

  • I never actually played that game when it came out (it was before my time ) though I did try to play it recently but I didn't like it very much, I'm more a fan of the acrobatic portion of the genre (Prince of Persia and Oddworld) than the more narrative focused titles, or maybe the novelty has worn off, I don't know honestly. I did enjoy watching a let's play of it though and the lack of spoken words or dialogue intrigued me.

    Thank you for the nice comment about the animations, it's very motivating.

  • Great post, thanks for sharing!

  • "I guess BGMs will be reserved for specific moments?"

    I don't know actually. I'm leaning towards having combat music and when certain things happen like completing objectives, entering certain areas, warn about tough enemies and things like that. But if I found that the environment art and ambience don't carry the atmosphere the way I want I may try and implement background music to complement that.

    Thanks for your comment icugigasoft

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  • The crawling bombs are now fully implemented. This is how they work. Though if they hit a wall or ledge it will deactivate and you can pick it up again.

  • Different browsers use different audio formats, make sure that all your sounds are imported as both .ogg and .m4a to ensure that the sound can be played on most browsers:

    https://www.scirra.com/manual/52/import-audio

    Good to know is that NW.js is the same as Chrome, it's just a standalone version of it.

  • You could separate the legs from the upper body. That will allow you to animate them independently. So when shooting while moving, you play the shooting animation only for the upper part of the body while the legs still play their moving animation.

  • Ok I know. I didn't check properly, my bad! What I do is I check whether the content of any of the X elements are the same as ActiveSlot. That's not always true. So my next question is: is there a way to check whether the current X index is the same as a variable? Like (if current x index = ActiveSlot)?

    EDIT: Fixed it, I got information mixed up regarding .curX. I got it to work now like I want it to!

  • I got this error a month back or so, I'm not sure what caused it (might have been paint.NET or something, since they both used files with the same name I dunno). I got it to work by opening the .capx in winrar and added the missing file into the destination specified in the error, have you tried doing that?

  • Hi! I'm currently implementing an inventory system into my game. Picking up items and storing them into the inventory works fine and so do selecting specific array indexes. My problem is that when I use an item, the selected array index should go blank (0) and it works.. but only for the first 4 indexes (0-3), indexes 4-5 can't be cleared. EDIT: Sometimes, index 2 can't be cleared either.

    Here's how I do it:

    I have an array that is 6,1,1 (indexes x 0-5)

    foundslot is used to not loop through the remaining elements once you've found what you're looking for.

    Storing items:

    The function "Inventory_AddItem" is being called whenever you pick up an item. The important thing is that when called, it loops through the array to find a blank element to store the item in (for each x -> current value = 0). Then it stores the item given in the function parameter. This works just like it should, the data is stored in the first empty element in the array.

    Changing active item:

    I use the shoulder buttons to change the active slot. I do this by checking for the first element that does not have 0 (ie it contains an item). activesearchslot is used to compare the value, if it doesn't find a filled element, it goes to the next one, or previous one, depending on which button you press. If it finds an element that has a value beside 0, I store the index of that element to activeslot. Activeslot is used to track which item the player has active for use. This part also work as intended, you can scroll through the entire inventory back and forth and the variables change as expected.

    Using items:

    Simple enough, when I press Y, I scroll through the array to check for activeslot and the clear that particular element.

    This works half-way. I can clear the first 4 indexes no problem, but when I press Y when activeslot is either 4 or 5, it doesn't work for some reason and I'm at a loss as to why. If someone would look at my code and determine what's wrong I would be really thankful!

    Thanks in advance!

    Elias

  • Thank you

    I'm currently implementing a new item: crawling bombs, that can be used to destroy out of reach enemies such as turrets and other tough enemies. Until I'm done with that here's a new image from the cliffs.