Excal's Forum Posts

  • Perhaps I should have been more clear. Basically the notification box appears, but doesn't move.

    The .capx is complex, but the issue where it occurs is on its own separate layer that is only shown when the notification box is meant to appear, so the relevant code is pretty much just the code in the screenshot above.

  • <img src="http://i.imgur.com/b3OWrDu.png" border="0">

    Trying to create a notification box that scrolls from the left side of the screen to the middle, where it stops. The user then has to touch the screen to make the box move to the right.

    To test the .capx, please select the 'Gameplay' layout and then run the program.

    BoardGame.capx

  • Here's most likely a question for cvp, who likes to diagnose all my problems, but anyone else is most welcome to take a gander.

    I'm trying to create selection highlighting, but the highlight sprite isn't showing up.

    Relevant images showing where the highlight sprite is used in code:

    <img src="http://i.imgur.com/yQ4coTY.png" border="0">

    <img src="http://i.imgur.com/MG97cHf.png" border="0">

    And the current result that does not show the highlight :(

    <img src="http://i.imgur.com/soaINj1.png" border="0">

    BoardGame.capx

  • The question isn't 'is it possible' but rather, 'can you do it?'

    I'm certain an action-RPG system with a procedurally generated world can be created using C2, Stencyl, or GameSalad.

    If you want massive multiplayer out of the box, you will need to create your own.

  • This problem is now fixed :)

  • <img src="http://i.imgur.com/PgccdP5.png" border="0" />

    But now the Hack seems missing:

    <img src="http://i.imgur.com/1CEXUBG.png" border="0" />

  • I'm currently using a Dictionary for my inventory system. Right now I assume the player has one of each type of object:

    <img src="http://i.imgur.com/0JCarPh.png" border="0">

    You'll notice that I use a local variable modifier for rendering. However, the thing I'm having trouble with is setting up rendering in the case one of the objects does not exist. For example, if there are no "Hack" objects in the inventory, the rendering of the two other objects will need to be moved over since the Hack will not be rendered.

    How would you render an inventory that accounts for this dynamic?

    BoardGame.capx

  • If you are approved through Steam Greenlight and are given the right to sell through Steam, then you already have DRM protection through Steam itself.

    And honestly, DRM is not going to help your game in any case as an indie. We have a hard enough problem getting the word out - anything customers may find detrimental to their experience is only going to hurt us.

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  • I'm not sure why, but the text display is very choppy.

    <img src="http://i.imgur.com/HaDv9PJ.png" border="0">

    <img src="http://i.imgur.com/Ijt64wY.png" border="0">

    BoardGame.capx

  • Whoops! A bad case of what happens when you use one implementation then refactor and try to switch to another xD

  • <img src="http://i.imgur.com/5yMBFvO.png" border="0">

    <img src="http://i.imgur.com/BBfe3oE.png" border="0">

    ProgramTip is never spawned, and I'm not sure why.

    BoardGame.capx

  • cvp thanks for cleaning up my code :)

    I noticed you removed all the separate program spawn functions and added a single spawn function. It's definitely a lot cleaner.

    I sent you a PM. I've having some issues creating an inventory system and might need some help ;)

  • I'm a little confused. Are you talking about the origin of the ProgramSpawnBG sprite, which would be in the middle of the sprite?

    Or are you referring to where the ProgramSpawnBG sprite is spawned?

    <img src="http://i.imgur.com/VTNtbkr.png" border="0" />

    EDIT: Nevermind, I see what you mean now.

  • cvp I've updated the .capx so the program spawn window is on its own separate layer that is invisible when a spawn point isn't selected and visible when one has been selected.

  • cvp hahaha, to be honest I generally post problems here as I'm working on solving them and if I find a solution before someone else does, I usually delete the thread.

    I think performance-wise, you are correct that I should be making the menu visible/invisible instead of constantly creating and destroying it. I'll go ahead and make that change now, and then work on addressing the second issue you mentioned.