eliasfrost's Forum Posts

  • Thanks for the nice comments guys <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here's a youtube video to better demonstrate the gameplay:

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  • Liero had a similar technology for blood and projectiles. Good times. My bet is that it's particles bound by physics.

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  • It's ok I'm currently juggling names back and forth. It's only temporary. Thanks for checking the game out!

  • Thanks R0J0hound, it works wonders and that link was very helpful!

  • Hi! I am trying to retreive text from a txt file and display the content on the screen. I'm using AJAX to retreive the content of the .txt file and it works fine but I'm at a loss as for how to retreive a specific part of the textfile.

    Say my textfile look like this:

    "

    01 text!

    02 another text!

    "

    How can I retreive only the part that starts with 01 and stop reading after the exclamation mark?

    Thanks!

  • Thank you!

    I have a temporary logo for the game for marketing purposes:

  • Razzia (working title)

    Follow the development more closely on Twitter! https://twitter.com/Secluded_Game

    Razzia is a cinematic platformer in the style of Abe's Oddysee, Flashback and Blackthorn. I really loved those games as a kid and still do and I've starved for another one for a long time, I decided to start making my own game in that style several months ago and now want to show you how far I've come.

    As the game is a cinematic platformer it is my goal to pay homage to what made those games great but I also want to take the opportunity to fix the things I didn't like about them.

    Fluent, lifelike animations

    Cinematic platformers always had great animation work and as a visual artist first and programmer second I've worked hard on getting the animation up to par with those old games. Every animation is drawn by hand, in my experience tweening reduce the organic quality of traditional animation, so far the main character have a frame count of ~500 total.

    You are dedicated to your actions

    Think before you act! There is no way to cancel actions mid-animation. If you press right, you walk right, if you jump, you jump and you can't redirect yourself mid-air. The reason for this is to ensure that even your most basic actions have consequences.

    Body-language based combat with "wherever-you-want" cover system

    We are used to taking cover at specific points in games (geometry, debris etc.) but not very often are we allowed to take cover everywhere we want. In Razzia I want to replicate the combat system seen in Blackthorn where both you and the enemy can take cover everywhere. The interesting part is how you have to look at your enemies and refer to their bodylanguage to determine whether to shoot, take cover or roll away.

    Gadgets

    Razzia will have several different gadgets for the player to use in combat, to solve puzzle or traverse your environment including a teleporter, bombs and a hacker device to activate or deactivate things.

    Puzzle Platformer

    Cinematic Platformers have always been a very vertical genre so the main character will have the ability to climb and grab ledges but beware! your character is not immortal, fall from too far a height and you will drop to your death. You can expect a wide variety of different puzzles that will force you to utilize all your platformer skills and gadgets.

    I welcome any and all suggestions! I hope you like what you see and if you have the ability to spread the word I'd be very thankful!

    Thank you for checking out [Razzia]!

    // Elias

    Screenshots and GIFs:

    Most of these screenshots are not final, they are merely a representation of color scheme and overall feel of the scene.

    Excuse the speed on this one

  • Ohh this looks really lovely buddy! Like the style!

    Thank you!

  • RPG-Adventure Pack — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/rpg-adventure-pack-988

    <p>RPG-Adventure pack is an asset pack that contains all the basic graphics you need for your top-down RPG/Adventure games. High quality, easy-to-use pixelart that is suitable for both prototype and commercial use!</p><p>Content:</p>

    • Exterior tileset with grass, roads, water, a fort and various clutter like rocks, trees, bushes and flowers
    • An animated character, both armored and unarmored + two different swords and shields
    • One animated Slime enemy
    • Potions, a bomb, coins, armor, weapons, and animated explosion
    • Basic interface elements

    <p>Specificaltion:</p>

    • Sprite size: 16x16 with exceptions (animated character is 16x32)
    • Sprite total: 100 (with Spritesheets)
    • Tilesets: 1

    <p>Happy Gamedev!</p>

    Use this topic to leave comments, ask questions and talk about RPG-Adventure Pack

  • Thanks for the quick answer DAG!

    What I did was:

    1) in the function call I added as a param(0) : "instance.UID"

    2) in the function I picked instance UID by Param(0) ..

    ..and it works! Thanks DAG

  • Hi! I am having a problem with multiple instances acting weird and interrupting each other's intended actions. The enemy event sheet contains a number of functions and as far as I understand it functions disregard instance.UID unless it is passed onto the function? So my question is: how do I pass instance UID onto a function to prevent the contents of the function to affect every instance of an object?

    Specifically, when an enemy turns around (turning around is written in a function) every other enemy that don't need to turn around at that moment do so anyway and I guess it's because the function affects every instance because it disregard UID?

    I have searched but the only answers I've found has been very hard to understand or explained poorly.

    Thanks in advance!

    // Elias

  • It's far too basic and general to be used.

    Sounds like you're calling it useless to me but I digress.

    ---

    It does its job and it does it well. I can definitely see a use for it as I'm currently trying to make a transition function. With this things will probably be easier.

  • Adding combat to my game, here's a gif showing shooting and cover:

  • I'm not sure you even can load different projects like that and even if you could it would be unbelievably slow.

  • A title screen should set the tone for the rest of the game, whatever that may be.

    Morrowind had a very effective one, with the hearbeat sound accompanying the song playing. The initial of each house at the corners of the imperial logo.

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    Civilization 4 had a great main menu. Showing the earth spinning (EDIT: now that I look at it, it doesn't spin, only the clouds do) while having a great track playing in the background (fun fact: the song was the first video game composition to win a grammy).

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