Equinox80's Forum Posts

  • Alright sure I will try to re-download them, thanks.

    Edit: Oops it seems I was missing rex-hash. Thanks! :)

  • I will try to get this working, however could you show me how I would get 2 player and 1 or more shared enemies?

    It won't work btw because I can't open the MiniTown.capx:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Condition ID does not appear to exist in related plugin

    Condition: plugin->HasConditionID(cnd_id)

    File: Projects\EventCondition.cpp

    Line: 37

    Function: __cdecl EventCondition::EventCondition(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&)

    Build: release 87 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Hello.. just pasting the "bug" my system gives me when I try to open Bottleneck MiniTown.capx from Rex.

    My system is an ASUS G74-SX A-1

    Windows 7 64-bit Home Premium

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Condition ID does not appear to exist in related plugin

    Condition: plugin->HasConditionID(cnd_id)

    File: Projects\EventCondition.cpp

    Line: 37

    Function: __cdecl EventCondition::EventCondition(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&)

    Build: release 87 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • It seems to work when I remove FrameEnemy (the neat border around the health bar)

    If I get this working with the border, I will let you know.

    Edit: Okay I found out that it was because it was setting BarEnemy to imagepoint 0 of FrameEnemy (GUess it didn't know which Frame! Lol!) So I fixed it by setting both to go to Dummy.X - 64, Dummy.Y - 48

    Which btw is the height and width of the enemy sprite, which aligns the healthbar perfectly for me. (The imagepoint being not the center, but the most-left of the BarEnemy/FrameEnemy) (following the "Make a Fancy Healthar" tutorial, converting it for NPCs as well).

    Next step... to learn stability! Lol game starting to get a bit laggy now :/ Must need to do some organizing considering it is not my Laptop.

    ASUS G74-SX A-1

  • Hello, mine is not working very well. THe HP Bars update wrong, somethings they are right other times not so much.

    It destroys the correct Frame, HEalth, and enemy. However sometimes it works correctly (2 enemies max) but when there are 3+ enemies you need to hit them all atleast 1 to update correctly, otherwise it updates the wrong health bar.

    Does this look right?

    (Creation)

    System Every 2.5 Seconds

    -Create FrameEnemy on layer Main 0,0

    -Create Dummy on layer Main Random(800,600)

    -Create BarEnemy on layer Main 0,0

    -Dummy set currentHealth to 5

    -Dummy set maxHealth to 5

    System Every Tick

    -FrameEnemy Set Position to (Dummy.X - 64, Dummy.Y - 48)

    -FrameEnemy Move to bottom of layer

    -BarEnemy Set Position to FrameEnemy (image point 0) <--- This was the problem. Should have been also Dummy.X - 64, Dummy.Y - 48 and not image point 0.

    -BarEnemy Set width to (Dummy.currentHealth * 125 (Width of image) / Dummy.maxHealth)

    -BarEnemy Move to Top of Layer

    Dummy CurrentHealth <

    System For Each Dummy

    -Dummy Destroy

    ->System Pick BarEnemy Instance 0

    -BarEnemy Destroy

    <font size="3">EDIT: SOLVED</font>

    ->System Pick FrameEnemy Instance 0

    -FrameEnemy Destroy

    Edit: For example look below:

    dl.dropbox.com/u/73299017/pixRPG/index.html

    <font size="3">EDIT: SOLVED</font>

  • Getting used to Scirra Construct :D This I followed some tutorials and threw together. Obviously not the graphics I will use, and I had to remake the character in the tutorial since it wasn't given and so on so forth.

    http://dl.dropbox.com/u/73299017/pixRPG/index.html

    My aim to remake something similar to Realm of the Mad God, and make it much... much... better lol

    Controls:

    Left Click = Sword

    Right Click = Fireball

    I = Inventory

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  • Wow that is very neat, and how such a simple character rig can look so nice too lol, care if I take a look at the code to see how you achieved certain things?

    PS: Oh btw, could you make a video or something and show me how to make an animated sprite? I see so many different body parts seperate in your *.cap but um, well I don't want the player or any creatures involving several objects.

  • Hello, I currently did the Ghost Shooter tutorial a couple weeks ago and have advanced it quite a bit, especially with the help of PixelRebirth for helping me with some issues, and clutter.

    I am wondering however how I should/can do the top-down view resources. I normally am used to RPGs, and 3D games, and I've never done any top-view graphics before ever, and don't know exactly how to either.

    Guess my main question atm is: Can anybody help me with the graphics, or point me to some player/environment templates for a top-down view?

    Thanks, "Az - Ruler of Worlds". Hehe.