Gearworkdragon's Forum Posts

  • the other ok button are not being used yet They are going to be the digimon attack to which ever you have but atm its was just set to tackle just for testing purposes and atm i was testing out the item usage and the updater for the inventory. they are just placement. And the run away button is not being used yet. I still need to work on end of battle for all condition.

    its still incomplete and the inventory is aligned just pick up the item and you will see it will align to the bag pack tile-map its really cool and you dont need to pick them up in any order.

    The meat is a gift to give to the enemy digimon to win his/her love to have in your party Sort of like pokemon but instead of just battling it and hoping to catch with a pokeball you simply give it items that it may want and would join your party, I will iron those out if it a distraction to you.

    But like i said its still incomplete and right now im working on core working part of the game. Right now I am stuck on getting the game to know to -1 item in the inventory and keep the saved item order but again the main problem is during battle screen where some of the inventory are showing up and the bag from the UI. Please this part is stressing me out and i have no clue to why its even there in the battle mode.

    Please help if anyone can figure out this stupid bug. ?

  • I have a bunch of little problem I do not know What or why its doing this and yes I am using chrome preview and only that because it is no where near complete yet.

    First problem Is that Once you go into battle mode which is a layout trying to cut down ammount of draw and event read so to speak. When you click on Item About half the time The bug occurs that some of the UI Bag inventory is on that layout? What the heck ? why ? there is no layer representing the global layer in that layout.

    2nd problem is that when you go to choose the attack the UI for the bag Icon is showing up Again its under layer Portrait and shouldnt be on that layout at all there is no layer telling it suppose to be there

    And what weird is that Ive tried added the layer and do on start to make it invisible for the battle....nope did nothing to change that problem.

    Third problem is that When i use persist behavior on the inventory related object and that bag It would duplicate itself onto the inventory space. After the battle ? What the heck how is that possible there only one instance of it unless if it remember the old and somehow place the old item somewhere else.

    I cannot for the love figure out how to fix this god forsaken problem here the capx of it and you might want to lower your volume the music is quite loud.

    Note to progress the battle back on to the game you need to use the meat that you have collected in the game layout. If you guys cant get the bug to occur then I dunno how else.

    https://www.dropbox.com/s/uiwkuhi30rz89ho/digimon-32i7w68qkbjdz-32i7w68qkbjdz.capx?dl=1

    Note it will auto-download. And thank you who ever can figure out. Btw you are welcome to use any code you find in here Im simply making a template at this point.

  • I've always used two variable current hp and max hp being that at the time max hp can be used to be changed if let say an upgrade call for extended life such as 50 more to max hp to total 150 and had it done by if current hp is greater then max hp then set value of current hp to max hp.

    This way you can modify the max hp if you are doing a level up or building better ship etc.

    You can always used the current hp as a hp display alone but the max hp would be the barrier from going over.

  • Ok so ive been using the Construct two tile map editor and I cant help noticing that there isnt a spacer or line drawn to help to know where the divider is when creating a custom image in the editor.

    SO id like to know if there any way a plugin for this to allow image editor to simply Add a like a black line that would show where the space is between each tile atm its really hard to make your own custom one and having to guess where the boxed limited is.

    Anychance there a custom plug-in for this. ?

  • I have a question for you. In this regard in what style of stuff do you want because there really a handful of ways of doing things.

    Like for instance some rpg games in stead of number they use animated sprites for hp . Where in zelda its the hearts that get gained and lost. And other rpg like final fantasy uses number to tell you. I would flesh out a design on paper. And then study the games that has that design and try to figure out on how it is being done.

    I am in the same boat in making some thing similar but like i said each rpg style game has its own way of presenting its way of projecting the game on to the player.

  • Sound like you have a wait command problem try to find the wait command in your event on where respawn and if im right you might have it set-up to wait to move ?

  • Explain what you want the player and how do you want the angle of the sword and what type of combat are we dealing with ?

  • oh nice i never thought of that boolean trick. To my understanding global variable cannot be a boolean ? will i have to slap it on to a global sprite ? and also what would be a good way to put this under ?

  • If were doing stacks like 20 cloth and start a new one. Id would do something like this Make an inventory sprite of the item and slap two variable on to it let call it Current and max. And have an event something like this If "current" variable is equal to 'Max' variable Then make a function of create the sprite into the next slot and +1 to its current variable.

    That should be it. But i do not know how to split stack if we are talking about trading a certain ammount. that one is out of my league.

  • Here my idea there two layout one for the dungeon crawling and the second one for the rpg turn based battle.

    What Id like to do is to save the state of the prievous layout but when the battle is over id like to not only load the saved layout but also update the current variable such as Hp mana and item usage ?

    And question will the on start of layout function counter act the load as in another on start event happens or can i do a control check of keeping that First time game loads from game start to never load again ?

    Am i doing this part wrong ? or is layout the best or what ?

  • I have a question do you want a champion of norath style of bag or do you wish to do something like 5 large crystal and then start a new stack or just five slot of large crystal ?

  • Well Id would start small and release a demo of like 4 level to get some feedback and then grow from there that how mario grew to be such a hit.

  • Ok to be more specific how would i go about storing the quest in a sense of what been done and what been completed And to go along that Id like to know what the best way to use a quest log in relation?

    And id would hate to use like a thousand variable just for a few quest. Id like to do something like this Store it in a dictionary like a function so that the quest can be temporary store as to "what the quest has ask" to be done and turn in and then reduce the quest variable to just be "completed". Do i need to go more specific. This part is very new to me in a sense of proper quest logging.

    And last question is there a some sort of easy way into doing this so that it can act on its own without specific instruction for every detail ?

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  • ok so I am making a rpg topdown game and i got the dialogue done and I want to know how to do the quest system.

    Such as this If i want a max quest of say five. how would I go about to limit it instead of messing up with a bug where you can get 6 and the last one just disappear.

    and how would or rather the correct way to store Quest log in. This part is confusing to me.

    I mean i figure it would have a control check before fully accepting the quest. Also I kinda want a system where you can dynamically accept quest in your own order of event. How would i go about to do that ?

  • this is pretty easy How exactly do you want it to work ?

    I know that you do a check with variables such as When you hit craft button the item you add a condition such as this if you have 2 or more rock then minus two rock and add one flint stone. its all in the control variable check.

    if you have a shop to buy with money its the same thing you are crafting a candy bar with money. you trade one for another.

    The question is how do you want to do the crafting?