Grymligast's Forum Posts

  • Thanks both. I will give this is a try when I get home. The plug in, looks like it might work for me.

    The text boxes could also work but shit that don't half look like an unfun job! Also I want the user to be able to scroll through the past text which is easier in the textbox (that I can see).

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  • I really need to get a steam account.

    Congrats on having it on Greenlight, some good positive comments already!

  • Hi all,

    When i'm pushing text to the textbox, it only seems to be in the one colour as defined within the CSS. If you don't define it, it's just black I think.

    To my knowledge there doesn't appear to be any conditional statement on CSS that I can use to make different entries in to the textbox different colours.

    As an example to what i'm looking for when the player is looking at the textbox:

    You are hit for x damage.

    You hit for x damage.

    x mob dies

    x mob drops x loot

    Is it not possible, or am I missing something very simple? I'm not an expert in CSS so i'm hoping it's something I just don't know yet!

    Thanks for your time.

  • Thanks for this. I feel like GUI is my least worked on part of my games and don't find many tutorials around to point me in the right direction or form ideas.

  • Can vouch for the very high standard of work Toby provides.

    Toby did a piece of work for me and all the necessary comments are put in the work for me to look at and easily understand. He even gave some great advice on performance and best practice.

    The work was brilliant, after sales service is also brilliant and he's very passionate about customer satisfaction.

  • Amazon has their own ad service they want you to use.

    Then they have "underground" where they pay you when people play the game. There are a few hoops to jump through, but it's an interesting concept.

    Apparently one of Rovio's games recently used this and they said they saw profits triple.

    I'll try and find the link.

  • Looking good mate, keep it up.

    Looking forward to seeing some combat and the type of mobs you're looking to introduce.

  • Looks good mate I like it. Art style is good too.

  • Worked it out if anyone else is in similar position.

    Adding another Touch condition to your UI element, then right click on it and hit Invert so it essentially becomes, Pathfind to Touch.X & Touch.Y but not if you're touching UI element.

    Happy dev'ing!

  • Hi all,

    I have a question about touch input and pathfinding. I just had a thought about it but unfortunately i'm at work so can't test this out yet or post a capx.

    Here's my current problem:

    I have pathfinding enabled for a character sprite to move about a map (touch.X & touch.Y). The map is on the bottom layer called "map".

    When the sprite moves over another sprite on "map" a sprite button is shown on screen on a layer called "locUI".

    When I touch the button on "locUI", it of course registers the pathfinding, executes touch.X & touch.Y and moves the character sprite off towards the damn button.

    Here's my question:

    When entering in the input for pathfinding, instead of touch.X & touch.Y, is possible to add the layer to that? For instance something like mapLayer.touch.X & mapLayer.touch.Y? So it only registers my pathfinding input on that layer? And it wouldn't register the input on the sprite button because that's on a different layer.

    Sorry if it's not clear, I think it's hard to explain without the capx. I'll post it later on tonight when I get home.

    Thanks for your time.

  • Grymligast you wanted to see more? :3

    PrinceofMars that "soon" is heeereeeee!

    Video is brilliant. Great atmospherics and the use of effects make it somewhat claustrophobic, gives quite an uneasy feeling.

    Playing this at night with headphones on is going to be fun

  • 2. Sole bad performance I ever had with C2 was my own damn fault for not knowing how to properly use it

    I've turned this in to a meta game where I try and get as low as possible without breaking shit. It's quite fun actually, might just release it as a standalone game!

  • i prefer to place em just outside and then destroy them in the layout start up. Create when needed.

    This had never occurred to me before. I think i'll play with this when I get home. I have a lot of sprites on certain layouts, and I take it destroying them on Start of Layout and only recreating them when I need to saves processing?

  • Love the backgrounds, they look really cool, as does the lighting.

    Looking forward to seeing some more.

  • Trying out adding some realtime soft shadows to all solid objects in scene. Adds a bit more depth.

    Much better with the shadows. Keep them in if there's not a noticeable performance hit.