LaDestitute's Forum Posts

  • Before I move onto the file naming screen, just a little eye candy

  • Hello again guys. This time I'm trying to create enemies like TEKTITES and POL's VOICE.

    Implementing AI to have them move around is easy enough but how are they programmed to JUMP around the place like they do?

    I've been trying to simulate that as you can see in the capx below.

    I used the platform behavior and create a Jump Through Platform beneath them whenever they jump only to have it be destroyed when they land. It works fine even while moving down and side to side but I'm having trouble having it jump while moving up. World gravity and 8-Direction movement are working against each other, preventing the platform and character from colliding.

    http://s000.tinyupload.com/?file_id=476 ... 1698489784

    Now implementing the jump is one thing but how about having multiple Tektites/Pol's Voice on the screen? How do you manage multiple enemies with multiple shadows???

    As much as I would want to help you and that your problem is partially on topic, I would appreciate my thread not being hijacked. If you need help, it's best to create a thread in the "How do I..." board.

  • The two styles of tile looks generally way too similar. I can't tell them apart, even if you didn't tell me they were different sets.

  • Savefile naming is almost fully functional. A couple of characters can be inputted as a test, such as A or B, I just need to event the rest of the english alphabet...so 50 more events to complete, if counting lowercase forms.

    Everything else is functioning now, though, such as adding symbols/numbers, backspacing, character count limits (max of six), and switching between lowercase/uppercase.

  • heyguy I recorded a gif of the intro from the real game, ripped all the frames from said gif into a folder and then painstakingly edited each frame. It was a lot of boring tedious gruntwork.

    MPPlantOfficial Another solution is to use an invisible border before the ledge with a solid behavior (initially disabled) and having a 'conditional solid' activated or not depending on what overlaps with the border.

  • Release should be...'soon', if after implementing most of the major items, the bug fixes before alpha release, etc, once all of the basic features get implemented. Soon in airquotes due to the nature of implementing more major items and bug fixes, which are a bit far off in the future, and I really don't know how much time will get devoted to implementing such.

    I took a break from this, due to laziness mostly. Was working on a title animation, so there was a lot of gruntwork with editing multiple frames one by one. I've gotten back to that and the title animation should be done by tonight or tomorrow. Then is the fun stuff I'm looking forward to, which is savedata/savedata naming.

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  • Can we see a capx please?

  • Hey, I'm curious how you did the naming screen if you don't mind sharing. That's actually the next thing I'm working on with the Zelda Gamekit, after I finish a title screen animation...I have a reference capx already for use in making a naming screen but I'm curious if your method may be any different.

  • I started working on a boss rush game. Spent nearly the whole day spriting the player and stage stuff.. While the abilites are implemented I need to add the rest of the bosses. That said, I do have one done, and making their stage was a lot of fun.

    The color flickering is not part of the game, it's from the Chrome extension I used to get that gif. There's also a boss there normally but I really wanted to show off the stage and visual effects.

    Hey, I would suggest licecap for gifs

  • You've been doing a good job, but any plans to optimize and/or cleanup (i.e, make it use less events if possible, which should be a little bit just for optimization's sake) the event logic? You could maybe use an array in place of a bunch of global variables, as long as you're able to read/save array values properly.

  • Yeah, this is some nice help, and a dialog editor later would be awesome! A couple of handful paid store dialog systems have dialog editors, so you adding one would create some nice competition, especially since yours is free? I think.

  • Hey, do you think you could make a version without the avatar faces? I'd would want to use that as a basis for the one I'm editing.

    Also, you might want to simplify the xml file format or at least provide some sort of guide on how to build proper dialogs. A question, if we're using say, multiple entities (npcs, signs, etc), how would you differentiate from them in order to tell the dialogue system which part of the xml file is for which npc/sign?

  • I'll PM you if I run into any issues with what I've made