GuttyKreum's Forum Posts

  • Hrmmm, you can change the gravity angle of the particles. Using that and the gravity setting for it you can have the particles shoot out and then fall back to where they spawned.

  • Looks awesome, can't wait to see more

    ~Sol

    Thanks! I've posted a WIP video for the Elysium level on youtube, the link is included in the original post and here:

  • Looks really nice! Reminds me of Shadow Run.

  • Heya! Looks good so far! Maybe change the 'Welcome to the' heading of your blog since the title of the page just appears as 'Welcome to the' in browsers. Can't wait to see more on this blog!

  • Cool concept, can't wait to play it!

  • Wow, this looks quite awesome. The graphics are very nice, I love the story (there's tons of comedic potential there), and the music I listened to was pretty good. Reminds me a bit of Castlevania, except more edgy and far less serious. Looking forward to it!

    Thanks a ton, man! Hopefully there will be a video coming soon for you guys!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I had something like that happen before. I'd use:

    > + On key X pressed
    ++ "Foo" is equal to 1 
        -> Set "Foo" to 2
    
    ++Else
        -> Set "Foo" to 1
    [/code:14j1r9b7]
    (++ means subevent.)
    Here's how it works: When X is pressed, it checks the first subevent. If the first subevet it true, it will trigger the actions in the subevent. It will see the "Else" in the next event and will not even do anything else with that subevent. If the first subevent is NOT true, it will see the "Else" and will check if the second subevent is true. The second subevent needs no other conditions because it has two IMPLIED conditions: "On X key is pressed" and "'Foo' is NOT 1" ("Foo" can only equal 1 or 2 so this is the same as "'Foo' is 2"). This will work together as a toggle between the two values of "Foo" when X is pressed.
    

    Thank you very much! Everyone's been helpful here.

  • <img src="http://ofhell.com/ghostmode.png">

    When you find Hades' Crown of Invisibility, you can now bestow yourself with incorporeal powers. Monsters and terrain hazards no longer hurt you, no longer can you summon rockets, your gravity is set much lower and you can no longer jump.

    An example of when the Crown of Invisibility might help:

    <img src="http://ofhell.com/ghostmodewouldhelp.png">

  • Thank you, I have fixed the issue regarding the crown showing up while the inventory is visible.

    I am still unsure as to how to fix the issue of pressing the same key to activate the ghostcrown and take it off.

  • Oye again, just another quick problem I am having a hard time resolving:

    I need to have the controls set up so when you press '1' it disables 'Ghostcrown' and sets everything it disabled back to enabled as well as enabling 'Ghostcrown' at the end so you can repeat. The problem I come to is that when '1' is pressed, it both activates and de-activates everything at once.

    <img src="http://ofhell.com/help4.png">

    <img src="http://ofhell.com/help2.png">

    <img src="http://ofhell.com/help3.png">

  • One more problem I encountered.

    If the inventory screen is visible and you pick up the crown, it will not show until you close and open the inventory again. I am still figuring out how to fix this but any fresh eyes will help! Thanks again.

    <img src="http://ofhell.com/help.png">

  • Looking good, man . I can't wait to see more of this.

    Thanks! I look forward to posting more.

    hero_bash:

    Totally a not serious storyline =P. Thanks for the comments on the graphics, the purple squares are just level background atmosphere that move around slowly.

    New music added to the main post!

  • >

    > > When you pick up an item is it always going to be in the same spot in the inventory? Like, if you pick up a crown later in the game, will it put it in that same spot or can that spot be used by something else? I'm trying to determine how dynamic you need your inventory to be.

    > >

    >

    > Not very dynamic, it will appear in the same spot all the time. I will probably have a silhouette of the item in the inventory and just fill it in with the item when you get it.

    >

    GREAT! That is MUCH easier.

    As for your code, it looks like it would set the crown global variable to 1, but then the global variable would only tell it to make your INVENTORY visible. The "Crown Equal to 1" event is using your Inventory Gradient.

    I'm not exactly sure how you want your Inventory to open, but here's something:

    Make a new layer and name it "Inventory." Create a new Global Value named "showInventory" or whatever will help your remember what it does. You should create an event saying that if "showInventory" = 1, set Layer "Inventory" Visible. Then use Else or If "showInventory" = 0 to have it set Layer "Inventory" to Invisible. That layer should hold your gradient background for your inventory menu and whatever items go in your inventory.

    Next, change your "Crown = 1" event to use the actual Crown Sprite instead of the Inventory. If you want your inventory to open when you pause the game, you can use Time Scale and stuff along with Enter Key is pressed (Mouse/Keyboard Object).

    --

    That isn't a complete tutorial or anything, but you can search around the forum more for the different parts of that (pausing, etc). I'm sure someone else will come along and help too, lol. I'm too tired.

    Awesome! Thanks a bunch. I've gotten the system partially working and tomorrow I will elaborate on it and post in this thread if any more problems arise. Thanks again!

  • When you pick up an item is it always going to be in the same spot in the inventory? Like, if you pick up a crown later in the game, will it put it in that same spot or can that spot be used by something else? I'm trying to determine how dynamic you need your inventory to be.

    Not very dynamic, it will appear in the same spot all the time. I will probably have a silhouette of the item in the inventory and just fill it in with the item when you get it.

  • > really simple inventory system.

    >

    Lies! lol

    Somehow it will end up being more complex than you think. It has a simple looking function (just stores items right?), but inventories can be confusing and difficult. I learned that the hard way...

    I really don't know what I am getting into with the inventory system, but I do like learning. And yes, I do just want it to store items, I fear I will be crying soon too.

    Also, updated the main post with a sliver of music.