Grymligast's Forum Posts

  • I've had my idea for the game i'm creating for a few years now. However i've always been in full time employment and always found it difficult.

    It sounds stupid but I have a ton of motivation videos on YouTube on repeat. At some point last year my procrastination disappeared and my motivation appeared. I now make at least 2+ hours Monday-Saturday (10pm to midnight), and most importantly, take a complete break on Sunday to digest everything i've done in the week on the game.

    It rubs off in every other aspect of my life also. I have a great new job and just about to buy a house.

    The most inspiring and simple words i've heard, is oddly from Jim Carey. You can fail at what you don't want. So you might as well take a chance on doing what you love.

    A good start:

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  • This is great work, i'm really impressed. The art reminds me of a mix of Resident Evil, Borderlands and The Secret World. Love it.

    Also that interior screenshot, looks like someone had a midlife interior design crisis lol

  • something id like to add here you might want to change the hp to also have a current hp and a max hp if you plan on adding in healing. to least cap the health pool

    That's a really good idea, thanks for that. i'm just about to start adding in spells now as the base combat is now complete.

    Though thinking about it, I might have overhealing as a mechanic, with a timed decay back down to your max hp.

    Thanks again.

  • Or, riffing off Programmer3000's idea, what about shadow creatures who only pursue you when you're in the dark - get near a light source and they back off?

    Bit like Weeping Angels? Sort of https://youtu.be/cwdbLu_x0gY?t=2m16s

  • crap I worked it out! random(aCharH.at(2),aCharH.At(3)). when i saw it I thought, "of course". meh, it's 130am.

    will leave it up if anyone else has something similar.

    [Edit]

    Actually if someone does use something similar, it's best to use "round(random.." first, otherwise you get crazy decimal places and not whole numbers

  • Morning all,

    I'm doing some testing at the moment trying to get the combat working on me game. I believe what I'm trying to do is possible but I'm having a problem getting the syntax right.

    I have 2 arrays:

    1D "aCharH" for my character stats

    2D "TRmob" for my NPC stats

    I have a function that calls a random NPC from the TRmob array to the screen, and the NPC HP from that is shoved in to a global variable and shown on screen.

    I then have a button to "attack" the NPC. When I click this it SHOULD pull X=2 and X=3 from the aCharH array which is my minAtk and maxAtk values (2 and 4), which then subtracts this from the NPC HP global variable.

    However nothing happens. I took out the syntax and just put in "15" to make sure nothing else is wrong and it works fine, so I know my syntax is crap trying to pull the min/max values from aCharH. I know it must be possible, and by god i've looked around the Googleweb for an answer but I can't seem to see anything. Has anyone done something similar?

    Thanks!

  • If my understanding is correct, the array object should be loaded when you arrived to the layout it is on. This implies that it should be beneficial to move the arrays to the specific layout they are intended for.

    Thanks very much keroberos. It might actually be beneficial to do it that for me as some of the "zones" I can just ctrl-c ctrl-v and edit the arrays as I see fit.

    But regarding "whether they are loaded so quickly that there's no performance hit", this is actually a platform question and you must test on all platforms you wanna publish on. Obviously, desktops should be able to crunch through without any framerate drop, but for low-end mobile phone, this might not be the case. So which platforms are you publishing to need to be tested.

    This is understandable, thank you. I think the arrays in the game will be the most demanding, it's very simple in terms of everything else. I have a first gen Moto E and iPhone 5 laying around so they will be my test beds. I'm not concerned with PC at the moment as i've no plans to steam release.

    Thanks for the info!

  • Hi all,

    As i'm going through my game I realise that i'm a bit heavy on array data. I have around 10 different arrays at the moment and that is going to increase to 35-40 by the time i'm finished (and then some for updates). Some arrays are small and hold temporary data, a couple are quite large for NPCs and loot per different layout.

    At the moment the vast majority of these are on 1 layout/event sheet which is my UI layer (basically a hidden layout no one can get to as the previous layout has "load layout, then go to next layout upon load complete").

    My question is are all the arrays loaded when I get to this layout (thus having a load effect when getting to the UI layout)? If they are, would it be beneficial to move these arrays to the specific layout that they're to be loaded for? Or are they loaded so quickly that there's no performance hit?

    Apologies if it's not clear, I just don't want to carry on the way I am if by the end of it there's a long delay whilst data is loaded.

    Cheers

  • Sure you can! A 2D array should suffice. x could be mob names and then all the values on the y axis could be attributes for that mob. eg

    (0,0) = Skeleton

    (0,1) = resistance fire

    (0,2) = rarity 5

    (0,3) = HP 100

    etc, and then the next mob is at

    (1,0) = Gremlin

    (1,1) = resistance water

    (1,2) = rarity 15

    (1,3) = HP 50

    and so on. Just make a note for yourself somewhere of what each Y-coordinate is for. Ie (x,0) is name, (x,1) is resistance, (x,2) is rarity, etc.

    Thank you very much mikehive

    Next stop the combat system! Though with the idea of automating the most part, hopefully won't be very difficult.

    Thanks again.

  • Hi all,

    I've started putting together an array for my mobs. The array currently consists of:

      mob name mob rarity drop rate drop rarity "animation" frame (which is just a static image of the one of the mobs).

    The array value is currently 5,5,1 as i'm only testing with 5 mobs at the moment.

    To give you a flow of how things go:

    Player enters an area

    The system will choose a random mob from the array to fight based on mob rarity.

    The combat will be automated and is output to a combat log for viewing.

    Now I obviously don't want the mob to die in one hit, so could I add further details to the mob array like health and resistances? So the combat log shows the Player (which has global variable HP) and NPC (which would have array HP) "duking it out" until one is dead.

    Apologies if this isn't clear, i'm still learning the whole array thing!

    Thanks

  • I've updated the capx to give more of a visual clue as to what i'm trying to achieve. I'm almost certain i'm getting the variables wrong.

    So anything outside the red circle shouldn't be heard at all.

    Once you pass the red circle to in-between the red and green you should now start to hear the fire.

    Once you pass the green circle the fire should be playing at normal sound

    https://www.dropbox.com/s/djqkat95phbg8 ... .capx?dl=0

  • I'll try to give it a look tomorrow, but for now, have you set the listener object to the player?

    Thanks, and that's first thing on the event sheet

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  • Do you mean like a combat log?

  • Hi all,

    I'm having some issues with Positional Sound.

    Little bit of info; I'm doing a game in portrait 1080x1920. The top(ish) part of the screen will be a zone map; so showing things like trees, streams, fires etc, so fairly zoomed out.

    As it's more of a zoomed out view, I only want the directional sound of the object played in when the player sprite is almost on top of it (so play when overlapping isn't an option as it will be too late when the sprites overlap), and fading to silent when moving a little bit away from. Hearing the fire from the other side of the "map" sounds stupid, but for the love of me I can't work out the settings to what I'm trying to do.

    Is anyone able to just give me a nudge in the right direction? It's very likely i'm not understanding the parameters of play at object. I've read the manual and can't see anything in there, i've also looked at the position audio capx, copied sound at object settings too and it's just not working as i'd like.

    Thanks for at least reading my rambling!

    [updated] https://www.dropbox.com/s/djqkat95phbg8 ... .capx?dl=0