jbr190's Forum Posts

  • Retire it and I'll continue use it until the pricing model or free edition of c3 changes.

  • tl:dr - the On/Off item for fullscreen doesn't display despite copy/paste your code. I can't get "items" to display. maybe something about prop distance? everything else works.

    A minor issue has halted me in my tracks. I ended up copying and pasting your code to and didn't have any issues until prop distance. Prop distance is the distance away from where your 2nd menu option (like on/off for fullscreen) displays. It just doesn't work. Everything else works. Your code is copied exactly. My resolution is 320x180 so I tried to adjust and I tried every distance to show the on/off. I even tried "Spritefont.X" and some others after the default didn't work - I set the prop distance to 4,40,400,800 and-4,-40, ect.

    dropbox.com/s/78qnfmdi86vz43z/ccg-game1.capx

  • Kim best bee daughter

  • Pretty cool!

    -Love the aesthetic. Grew up with the commodore64

    -I immediately wished the Player character had the same art as the rest of the game. Perhaps a white outline box OR the character could be a sprite from that font. like a "0"

    -I didn't expect the movement to be so smooth. felt a little out of place. Seems like the default settings. I was kinda wanting to get at least a hint of the stiff C64 platforming controls. I think i'd prefer a little bit of that to be added.

    -Awesome death flashing animation

    -I'd suggest disable jumping on landing for 0.05 second after (tweak the exact number) - Because I had problems holding W and autojumping after landing. This is per the default C2 platformer controls but you can fix it

    -Enjoyed the level design!

  • I should probably cover some of the things you mention in a new plugin video.

    That'd be awesome! Your first two plugin videos seemed really helpful.

    Those things were the first things that came to mind of what I want with any inventory system.

    I'm planning on picking up the plugin soon.

  • Why not put it on the Scirra store? It's a win/win!

    That's also where I manage all my premium plugins and resources for Construct.

    (You had to know you were gonna get this question =D )

    Outside of that. Man, this looks like it can save a lot of headaches! Or at the very least at a lot of time...

    I hope a 'take all' button and 'use item' ends up as easy as it seems.

    And that the included save system isn't too difficult to dive into, that's a critical feature!

  • Find out where you get the free things you used in your game.

    On Opengameart there are clear licenses like:

    cc0 - no copyright you can use FREE

    CC BY 3.0 - just put the original artist in your credits

    If there is no copyright information on the page where you got your resources,

    then you need to contact the creator and ask for permission to use - and show them your project.

  • Apologies for the potentially very dumb question. It's done out of curiosity.

    I was working on a text based game and I was curious if there were plugins that support outside files/languages? And trying to figure out which would be best.

    For example, I know there is a way to support the excellent XML and CSV files.

    I was curious if there was a way to use Typescript(Javascript), Python, ect. Or if there are any other interesting languages.

    Any creative suggestions?

    Is it better to type everything in a single text document rather than fooling with creating a ton of events in native C2 visual editor?

  • Having a bit of a hard time. I can't create anything on the event sheet to reference these variables so I can't edit them at all, just set the initial number. I'm definitely going to keep trying. I PM'd you the capx if you have the patience to keep working with me. If not, everything so far is much appreciated and I'll keep studying.

    Edit: Oh yeah, the code is in the folder - Random Generation>Main and that's where the monster is created

    I've been following this:

  • You shouldn't really need to differentiate if the logic is setup correctly, the events should trigger it for all objects that make it true. If you do want to label them though then you're probably looking for 'instance variables' instead of global variables. Instance variables are on the objects themselves and update individually kind of like stats for that one object. You could give it an ID that increments every time it is created. I see that you have done this with a text object display. Really you should be using instance variables for monster type objects so you have more control. You can give it a name, health, defense stats etc. Then you can use the text to display the variables that are stored on the monster object itself.

    Thanks, I'll definitely give it a try! In my research I had seen the 'pick instance' and I had no idea it might have referred to this. Very helpful. Still open for more input while I work on this. Extremely useful, I think this is what I'm looking for. Will report back

  • Edit: After spending an embarrassingly long amount of time on this, I simply solved it by choosing an object and going down to 'size & position' and used 'Pick Nearest/Furthest' as opposed to instance variables and pick nth and all that crap.

    I'm making a turn based game where enemies get summoned from fog of war. I've got a TON or work DONE but having a real hard time trying to separate stats for each enemy since I can't find a way to identify the difference between each enemy. BASICALLY if you walk away from an enemy and attack another, the stat changes happen to both of them. The stats get randomized upon spawning and that works.Having a global variable doesn't matter since all enemies pull from the global variable. I read about UID and it seems there's no way to tell a UID of a spawned enemy?

    Is there any good way to give an enemy an identifier upon spawning so I can make changes during gameplay to only that enemy?

    I'll be around still lurking, any help at all is appreciated

  • If it doesn't already exist, I'll be making a tutorial later on making map sections that will only load when you're close to them. They'll be stored in local storage, without using RAM. This would allow you to make unlimited sizing of the game without dropping any information.

    That will be an extremely useful and much appreciated tutorial once you get around to it!

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  • Have you ever had a half-baked game idea? Have you needed to iron out some game mechanics or game logic from the perspective of another fresh mind?

    I'm trying to get a community going on Discord as an extension of the forums where we can voice OR text chat about designing games, or working out some game ideas. The idea is we can meet in voice or live text chat to work some stuff out a little faster and more effective than posting on a forum or thread.

    https://discord.gg/XGpcVbF

    Why Discord? You can join in your browser with just a nickname and don't have to sign up. (For now) You can instantly hop in to try the voice/text chat. There is also a desktop and phone app.

  • Don't listen to us, take advice from the CREATOR of Stardew valley, recommending an easier engine like Gamemaker or Construct 2:

    "Unless your game cannot be made otherwise, definitely use something like GameMaker. I know there might be an urge to prove oneself as a "real programmer" by making everything from scratch, but in the end it's not really worth it and it will drain months of your life for no good reason. Of course, some projects are just too grand or unconventional and could not be made using gamemaker. I'm still not quite sure if I could've made Stardew using something like that, but it's too late now anyway... and true, now that I spent all the effort to do it myself the extra control and flexibility is nice. But if you are just starting out in game development you should probably be making small, simple games anyway."

  • All of that is possible, easily.

    Also I think Construct 2 would hands down be the best engine for what you are trying to do.