Gearworkdragon's Forum Posts

  • https://www.dropbox.com/s/ojy83hda043qd ... .capx?dl=1

    Try this ? I was told that i had to change it from 0 to one on DL It will auto download

    so click one time

  • https://www.dropbox.com/s/ojy83hda043qd44/pokemontallgrass%20example.capx?dl=0

    This is the tall grass example you can see here that player sprite move over the tallgrass i had it to choose between four set of number to subtract the global variable.

    And since you are not using a paid version I had the two text box to show you what was happening.

    I changed the bounding box collision to be smaller then its size so that when you walk on a different patch of grass it would read between your own player bounding box and the tiles individually because if it was set at it default setting my code would not have work as effective.

    And because the free version does not allow family i went ahead and made it one tile for a tile map.

  • Since pokemon is a rpg I did look up how Pokemon battle pick was used and it was quite easy. They used a global variable say 200 and every time you would move to the next "tall grass" It would decrease by 1. And you know those item Repel and attract? Well all they did was to modify the max number of that global variable by 50

    and to get the battle started is that if you were to decrease the number to 0 then you would have the game to switch to battle mode and from on there it use another Variable to pick from say the area to being 10 pokemon then the game would pick between 1-10 and then it would load the pokemon animation and its characteristic stats. and when the battle would end you would have the event to reset the global variables back to its max number.

    Now currently I am working on a battle system and I will post a capx of it when im done.

    Now a question for you Karsten Please give us a List on what you need help with.

    Since you and me are working on a similar project I can offer a little experience and knowledge I and still learning.

  • LittleStain

    You are a genius I was about to use like 20 line of code ... I did get trouble finding the picked count until i realized its in family dot menu. This is a very powerful line of code its like so powerful that its make itself look like batman.

    For those who need help with this bit just use the System compare two value and input the family name and then the Dot

    And for testing purposes Use text box and set the text to the family.pickcount and family.count It made it easy to see how it was picking.

    Again this is a big help for any rpg battle system or least in one way.

  • :update Ok i was able to use a target placer sprite and had it delete the others when enemies are killed or not there.

    I am on pretty much the last piece of code and i cannot figure out where the code is. Basically I need the event to run like this

    event--If all family are variable value = 2 then change all to value=1 ? I cannot find the code for this particular line

    The family variable only check for one not for All at once. And this part is what i am having trouble finding

    and this is to get the target selection to move to the last one and have it reset so that it bounce back toward the first selected.

  • If you can see the Yellow selector on the character head sort of like that and I just want to have the Right arrow to just be able to move to the next sprite GabeA17

  • hi guys its been a long time since i was back here and stuff

    I have a problem I am trying to create a simple function code for my battle scene similar to most 2d RPG has it and right now its going to have a battlefield with a side view and I have it set up for a random chance of encountering from 1 to a max of 5 enemy and i have the spawn of the enemy just right with the function and positioning on its own.

    My problem is this During the selection scene for attacking or selecting party member And yes i would rather not use menu selecting. I cannot get my Selection target to be over the sprite heads by 64 pixel and to go to the next sprite using a family system so that I do not have to recreate the Selection for every single monster that i add in.

    This is just for the first monster my code works To position to the family "Monster.Y-64" again that work for just one but i cannot move the selection to the next one and also the monster are at different X coor and Y coor

    Is there some kind of varible event system combo that I am not doing right here ? I am at lost to what to try?

    I did try to look at other example but either they have just one enemy or they don't have a similar field that i am trying. If you need games example i can try to find one that has it

  • Is there a way to make this darker on my screen its impossible to see it on the extremely white screen during editing

  • Rory I think i know what you talking about. But I never did use array in that way. and you gave me an idea Is it possible then If i could grab the specific UID of the spawn location ? Another question is that IF i do end up doing a destroy function the location of the spawn Will it affect how the UID is counted ? And If I am reading this right How would i go about clearing UID and doing a hard reset.

    Sorry Rory But i havent done that scale and I would like to see examples on If and how to implement it. I been following the basic tutorials. And i do not think there is one i can follow.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • thing is the dungeon will be multi-story with a final layer to miniboss and id like to have the player to have access to prievious layer but id also like to have random level layout and have it seem alway different everytime they go in so that the player can’t use a guide to beat my game in 5 hrs or something and to provide alway something new to last for hours

  • thing is the dungeon will be multi-story with a final layer to miniboss and id like to have the player to have access to prievious layer but id also like to have random level layout and have it seem alway different everytime they go in so that the player can’t use a guide to beat my game in 5 hrs or something and to provide alway something new to last for hours

  • How would i go about to doing that one ? Ok so i did a test run with your idea. I didnt work. It did indeed spawn but It should only spawn that layer not the other layer as well. This is hell trying to figure out to spawn it correctly

    Btw I am having another problem the Mplacement tile is not correctly checking. Like it work fine for the first level but when I go to pick level 2 layer It won't Use the next set of three. It like the code is in love with the first three?

  • Ok i get that I need global variable of say 3 and each spawn decrease that amount by 1 until 0. I understand that perfectly.

    Its this next part that I am having trouble I want each of the monster to spawn on its own Square tile that I place Such as Mplacementtile times 3 which should result in each monster place on the tile once three times. Problem is that when dealing with layers such as level one or level two with layer effect. I do not see or know how to tell the stupid Object to delete the invisible when the layer is invisible. As i understand Even If the object is on the layer has been turn invisible Is actually still visible According to the engine. So i cant get rid of the excess Mplacement tile.

    In other word I Am trying to see a way to cutdown on both CPU from excess "visible" layer invisible object. So I am trying to get the spawn code to work so that I can just spawn the monster instead of placing Thousand of them with hundred of layer And not looping a destroy for every stupid layer. If there a way to do this with just spawn only three monster Id like to know

    If you need me to do picture to explain it better

    Update: I found that one of my code that was hidden away was destroying the sprite after it was created move along I feel really dumb

  • MadSpy so question will the code go to 6/5 ? or will construct not let it do that and reset ?

  • Thank you RayKi and ThomasP I never thought that global layer would be a thing that trick is perfect for hud and menu editing so that your not constantly having to find it on the same layout