LaDestitute's Forum Posts

  • Have you considered potential copyright issues you will encounter?

    Yes, but our efforts are completely non-commercial.

    Even then, I'm mostly sure SonicTeam/Sega is rather lax on their Chao trademark...I've never seen any cease and deceases for the trademark and their Chao trademark is seldom used (aside from the occasional cameo) in their Sonic games these days.

  • Thanks, I fixed it!

  • This topic is for recruitment of development team members for a fantasy Chao RPG that me and a friend are developing. To apply for a position, PM me/Inf3rnal or see contact info below. Important note: My friend (Inf3rnal) is the lead developer and owner of the project. We are purely non-commercial, and are doing this for fun and because we enjoy game making.

    Basic Project Information

    Title: Chao Land (Chao adventure game)

    Game Engine/Language: Construct 2 (r90)/HTML5

    Game Type: Role playing game (single player)

    Estimated Release: 6/13/2012

    Short Feature List

    *Chao Based Features (Alignments, Chao evolution (class system), all Chao attributes (stats), items, etc)

    *Expansive Landscapes (From woodland forests to frozen tundras, and even molten caves)

    *Fruit Tree System (Growing trees, dropping fruits, and planting trees)

    *Weather System (Dynamic weather system that affects gameplay mechanics, with snow, rain, fog, thunderstorms, etc...)

    *Time Based Lighting System (Dynamic time system that affects the gameplay mechanics. It rotates from dawn, mid-day, dusk, and night-time)

    *Leveling System (Includes a overall level as well as skill levels like run, fly, power, swim, belly and stamina. The overall level is sometimes a 'key' required to access new areas.)

    Development Team

    Six development team slots open!

    Inf3rnal: Lead developer, lead concepts, lead graphic artist,

    LaDestitute: Development team, concepts team, graphics team, audio team

    LoganMS: Concepts team, graphics team

    Positions

    Developer (Must have moderate to advanced experience with the Construct 2 engine, but experience with coding languages for web-apps and inter web-to-game apps is nice but not necessary. You must have C2 (r90 preferred), and a Construct 2 license. Our team (development team, audio team, graphics team, and concepts team) uses dropbox for sharing resources/development files and skype for team-wide (or for one team, such as development or audio) development conferences.)

    2D Pixel Artist (Must have intermediate to advanced pixel-art skills. Recommended programs are GIMP, or paint.net. Preferably with Breeze Revolution and Chao style top-down perspective experience in spriting terrain, objects, and characters. The Breeze Revolution style uses a bright and colorful palette, but is minimal on detail except for large sprites.)

    Music Composer (Must have some knowledge of music structuring, theory, etc. Recommended programs are LMMS or FruityLoopsStudio. The style of the music is between whimsical with influences consisting of Yoko Shimura (Kingdom Hearts series, and the M&L series), Keiichi Suzuki (EarthBound/Mother series), and Yuka Tsujiyoko (Paper Mario series); intermediates consisting of Jun Senoue (Sonic series), Harry Mack (Spiral Knights), Ashif Hakik (Sly Cooper/Sly Raccoon series); and fantasy consisting of Yasunori Mitsuda (Chrono and Xeno series), and Koichi Sugiyama of the Dragon Quest series)

    Links

    Old Screenshots (from previous engine, Netgore. No longer multi-player.)

    Chao Land Forums

    Expanded Information PageLaDestitute2012-06-06 10:13:01

  • Sounds awesome, so far.

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  • Try adding "Every tick" as a condition or use a global variable and add +1 every second or every tick.

  • Edit: I tinkered quite abit more with the exp meter I tried to make and almost got it...but I'm still having problems. One time, I had it perfect except for the bar always being full if exp was 0...then I had a power outage and had to restart and kind of forget how I did that. I'm completely stumped now, I suppose.

    Updated capx

  • Your welcome! :D

  • Have you tried pinning behavior for the ball?

  • It might be possible to save imagepoint using variables, arrays, and such. I don't know much about this, so you would have to tinker with it.

  • This would be hard to do in 2D depending on the context, but:

    *For floating objects, use shading/shadow affects on their sprites to make them appear to be floating. Simulate floating with random movement if you like.

    Btw, is this an isometric game like Zelda or Final Fantasy or a sidescroller like Sonic or Mario?

  • You should create a layer on the top called GUI (have the parallax set to 0,0) and set your health bar graphics layer to the GUI layer.

    Edit: Also, I can create a tutorial for creating a dyanmic HP bar if you like. My project's HP/MP meters works in that fashion and has the "bar/meter" part overlaid on a border graphic.

  • I've been trying to reverse engineer the eventing for a HP bar I made (credit goes to Kiyoshi for the source eventing data), so I could make an EXP bar. However, the exp bar is not working as I suspected it would. It's supposed to be initially empty and fill up as the player gains EXP.

    I've tried everything form switching the hotspot to the right side, making sure the step value doesn't return a 0 (as it divides width by the EXP until next level for the step value), reversing the TilNextEXP-CurrentEXP and even using "+" instead of "-" for the actual meter calculation.

    Capx

  • You can use an array for this.

  • Make an image point on the graphic where you want it to go, then every tick -> meter -> set position to object graphic imagepoint whatever.

    Is that all or is it more complex than that?

    Yeah, that's all. Thanks.

  • So, until now; I've been positioning all of my meter overlays by hand like this.

    <img src="http://dl.dropbox.com/u/5899974/Graphics/meter.PNG" border="0" />

    Is there some way (possibly using image points?) to automatically align (and precisely) the meters to the graphics their being overlaid in instead of doing it by hand, without the potential for error?