GenkiGenga's Forum Posts

  • You can add a condition to the timing event,

    If kills < 7 : your preferred method of timing.

    Once you have 7 kills it will no longer be less than 7 so the event wont be running anymore.

  • <img src="smileys/smiley20.gif" border="0" align="middle" />

  • No worries Len,

    Thats nice Ramones, much simpler.

  • Hey Len,

    Here is an example that hopefully will help out. You can get the idea of how the picking works and adapt it for your project.

    db.tt/NPkcqk5Q

    Move the left and right arrow to see the overlap number change.

  • The Dev, I know what you are talking about. While I cant point to a source I have heard numbers being thrown around like that.

    Its very subjective, but I think the 50% rule is another way of saying 'sufficiently different'. So if you took inspiration from a source and made it sufficiently different you would no longer need to worry.

  • Nice work Mort. Thanks for sharing this, I might build onto it in the future ;)

  • Loved it, that totally on purpose screen effect is brilliant :)

    So is the game, good job.

  • Hey darth, you can do it..

    Its probably too hard though to do on your own unless you have experience, or unless you like swimming in the deep end :)

    If you want more info there is a couple of threads you should take a look at. Just use the search box on the site. Others have made some progress.

  • Hey Dakiu.

    Sorry I dont have the function plugin so I cant look directly. But did you know that if you right click on most events, you get the option to "invert" them (make it the opposite rule).

    So if you had a marker where you were spawning enemies, you could invert "Enemy is Overlapping Marker" - which would of course mean whenever the enemy 'isnt' overlapping the marker -> spawn another.

    Another idea is to have them spawning after a set periods of time. Maybe once every 10 seconds?

  • I like your style inkBot.

  • Kyatric

    Off topic but you have to watch this: (skip to 1:40 if your in a rush) youtube.com/watch

    So many hours spent...

    on topic: I think the last rpg I played that I would consider oldschool is "The Temple of Elemental Evil". I remember trying to play Ultima Online when it came out, but it needed a 4 meg graphics card and I only had a 2. Lol.

  • Lets hope not :)

    I took another look. This time they are wanting to get funding before even starting it seems. For all we know it could be completely text based. They really havent promised anything except for an old school rpg, lol.

    It looks like they have (or are going to create) the games framework and have two seperate campaigns. That if you finish one you can port your old characters into the next.

    You could be right Helladen , when I think of old school rpgs though what comes top mind is; tons of items, almost monotonous item management, deep character customisation (to the point that you are able to gimp your characters if you make the wrong choices), heavy storylines, long interactions with dialogue choices.

    With any luck it will be an awesome game(s), we will have to wait and see.

  • Ah I see what the problem is.

    In your save event you are using Key: "Asave" And Value: "articles"

    It needs to be Key: "Asave" And Value: articles (no "").

    I must say, your game is looking mighty impressive. Had I known I would have gladly downloaded the full thing to experience the sounds. Looking forward to a demo!

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  • Ha, Im sure they arent planning on using 2d graphics but I agree they are extremely vague about the actual details of the game.

    Wizardry 8 is an 'old school' rpg in a 3d engine. Old school Rpgs normally have huge learning curves. I remember playing fallout 1 for the first time... I had no idea what the hell I was doing. After an hour or so I was figuring things out though and it was extremely satisfying.

    These days it seems most people have next to no patience for games, they are used to playing games that hold your hand whether you like it or not. The games that are too hard or dont explain every detail risk being shunned immediately by this crowd. (I might have learned this lesson the hard way).

  • Wow, 94 meg you werent kidding :)

    Sorry that download was taking a bit too long.

    When I have been stumped in the past sometimes its best to isolate the issue. Get webstorage working in its simplest form (in a new project) and then impliment it into your main project again and make sure that no other variables or events are messing with it.