Lou Bagel's Forum Posts

  • Hello,

    My first game was the Mario/Duck Hunt. But I think that was the only platform series that I have really enjoyed.

    To me I was obsessed with the original NES Zelda, and the Dragon Warrior/Dragon Quest series. I loved the epic fantasy theme, the open world, and the exploration elements. In those games there is a huge wide world that your character lives you have a heroic journey to undertake to save it. I could go on and on, but what about you??

    I also love the Zelda series and remember playing one of the Dragon Warriors for NES. Played RPGs as well such as the final fantasy series and some others (Lufia? don't remember the others as well).

    So I guess what I liked about them is the open-world type exploration. In both the Zelda games and most RPGs you can kind of go at your own pace—explore every nook and cranny looking for secrets and loot, or head straight to the next dungeon, boss, or quest. I usually chose the former first, explore everything, level up and/or find helpful items. But it also made it exciting when I chose to risk it and push on before I thought I was prepared enough.

    I also loved being able to see future secrets and getting exciting when getting the item required to get there. Zelda did this a ton - see a rock blocking a path early on. Later get a hammer/power bracelet and you can backtrack to unlock that secret.

    I have been thinking a lot lately about what makes a game fun. Now that I am getting a little better with pixel art and Construct I realized I haven't even touched on making the projects fun. So have actually been thinking about this lately.

  • Haha, thank you for the response. Your detailed analysis is helpful and parts made me chuckle.

    Especially this:

    While walking downwards, I keep feeling the larger guy is trying to kick me in the nuts. The height of his "kicking" feet feels good moving left and right.

    If you read more of this post I have already decided to go with the first one. I guess I should update the initial post to say that. I haven't been working on this lately so keep forgetting.

    Other than that, I really like the design of your characters. For some reason I thought I was going to soon be playing a game with the characters from the TV-series the Office

    Thank you and I do love The Office tv show and work in an office, not to mention love the movie Office Space as well, so I do want to make games with some office-humor.

    I have been working on a practice project similar to Zelda (can see and link in signature - playable) but have been itching to get back to this and around to making some more office themed pixel art. Want to get their environment next: desks, computers, copy machines, break room with table, chairs, microwave, coffee pot - the whole shebang-bang.

    First draft of office worker drinking coffee I did just a couple days ago:

    (think I need to make his ears move as well as shift the head outline and tilt the cup)

  • Oh, and I don't think I ever thanked Wrangler and SoldjahBoy for the nice comments! Sorry for the delay! Gave me more motivation to add to it.

    If you enjoyed it before you should definitely take a look again!

  • Play here:

    http://www.loubagel.com/archives/zeldapractice/061916/index.html

    Updates:

    • Map size expanded
    • Oasis added. Must traverse the desert maze to get to it
    • 2nd Enemy Type added
    • Random drops by enemies
    • Coins added (dropped by enemies)
    • Shuriken vending machine (too lazy to make full shop)
    • A few other surprises, including...
    • Last but not Least: Easter Eggs. Literally, 3 eggs hidden in desert. AJAX/PHP/mySQL table added to track who finds them. If that doesn't mean anything to you then simply put, when you find an egg you will know how many other have found it ("You are the 1st person to find this egg").

    Hope you enjoy and happy egg hunting!

    (will post more images in new post)

  • it works with me, play the animation from beginning maybe.

    I have this for me

    Condition 1- player is moving

    SubCondition 1 - shift key not down -> play walk animation

    SubCondition 2 - shift key down -> play sprint animation

    Condition 2-else -> play stand animation

    Try adding this?

    Condition 1- player is moving

    SubCondition 1 - shift key not down AND walk animation not playing -> play walk animation

    SubCondition 2 - shift key down AND Sprint animation not playing -> play sprint animation

    You are probably resetting it to the first frame of the animation every tick. If the animation is already playing then nothing needs to be done.

  • You are likely getting an error in your networking overview stating you are not allowed to use that resource.

    Please add the following line to the top of your PHP page and try again:

    header('Access-Control-Allow-Origin: *');

    Sorry for question on old post, but what does this do exactly?

    Or more simply

    Should it be used in all php scripts/pages in association with Construct?

    I am troubleshooting an issue with an AJAX POST from Construct. I added this and it didn't solve the issue so don't know whether it's safe to leave in or may cause more issues.

    Brief answer is fine as if I want the nitty gritty I assume I can read here https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS

  • I still haven't figured out the answer to the two above questions but have another issue that thought may be related:

    My AJAX post request is successfully submitting data to the mySQL table (I can pull up the table and see the entry added) but the events for the On tag error are firing instead of the On tag completed.

    How does Construct determine whether the POST was successful?

    I thought it was just doing this when previewing but I exported and uploaded to same server (as the table) and still having the error events firing.

    Thought this could have to do something with the Data field I'm leaving empty...

    I am still searching the forums and tutorials for a solution but most examples aren't detailed enough or are old and don't have the DATA field.

  • Found a simple Regex example and modified, does this encompass everything I need:

    RegexReplace(Entry.Text, "\W", "g", "")

    I don't understand much Regex at all—most of the Regex examples/tutorials were over my head atm but— finally found a message board post that helped after sifting through a bunch I couldn't grasp.

  • I'm not familiar with Regex but I fear I may need to learn quickly for this. I was hoping I could accomplish this with replace(), another expression, or a feature of a text(input) box that disallows special characters.

    I know:

    replace(src, find, rep)

    Find all occurrences of find in src and replace them with rep.

    But can you have multiple options for find? With no success I tried:

    replace(Entry.Text, "/|?", "")

    replace(Entry.Text, "/"|"?", "")

    replace(Entry.Text, "/""?", "")

    replace(Entry.Text, "/"&"?", "")

    I know I could layer them:

    replace(replace(Entry.Text, "?", ""), "/", "")

    But that seems tedious if I need to do all special characters —> !@#$%^&*()_+-=[]{}|\;':",.<>/?

    Purpose is for passing text via AJAX to php file (to submit in mysql table). I remove special characters in the php script but want to avoid any errors in passing the values to the php script. I'm pretty sure that at least = ? & would disrupt the URL. I could research to narrow down eliminating only the ones that would disrupt but would rather be safe and eliminate them all ... as who really needs any of those special characters in their name.

  • I have a lot of instances of the same object in my current project. I assign an instance variable to the latest created - and a global variable to match the latest created object.

    When an instance of a particular object is created, I use an instance variable (called ActorID) that is set to the current "actor.count" as well as the global variable.

    Maybe something like this will help?

    Variables are awesome...

    ~Sol

    I agree. Variables are definitely the concrete solution if needing to track something and worry about picking which instance.

    For this issue it is a bullet basically, so set it and forget it. No tracking needed.

    I think I figured it out—this post was kind of a process of elimination line of thinking to rule out this as the problem.

    Thank you for the comment—I will probably end up using that idea in a future scenario.

  • What is the DATA field used for?

    It isn't clear to me after reading the Construct Manual on it and most examples I see are from old versions and don't have that field.

    Is it to move the "?category1=data1&category2=data2" from the URL field to the DATA field? If so, is there any advantage to doing so? Or simply for organization?

    Bonus question: After a AJAX post is a return text/value stored in AJAX.LastData? Such as: echo 'success'. Separate question and testing it out now but thought anyone answering the first might know...two birds/ajax with one stone/post.

    Thanks

  • This part I haven't changed:

  • That shouldn't happen. The spawned item would be the most recently picked. If the subsequent actions are at the same level or lower, it should work. You'd have to show a solid example for further help.

    That's what I thought as well. I have just changed the only other events that could be the cause and am going to retest. Problem was it was happening rarely so might take a while to see if it happens again.

    If it is still happening I might look at using the "on created" trigger.

  • korbaach yes, that sounds like the simple straightforward solution that I thought I must have been missing

    I'm not at home to try it out right now but I am pretty confident that is the best solution and won't cause any issues. Thanks!

    Side note: I'm surprised that googling "Construct 2 wallclocktime/wall clocktime" doesn't have any helpful top results such as the System Expression page. If you didn't note there that it was from the system expressions page I would not have found it. I find it very difficult to find the desired material whether it be from Scirras internal search or external/google search.

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  • You could also maybe not *completely* pause the game... just set timescale to a very low amount (like 0.001 - or something) and have a wait time there to suit. It would be such slow motion it would appear paused, but not really be paused. Maybe?

    ~Sol

    This makes sense and will give it a try. Don't even have to do the math myself, just times it my timescale (wait 2 seconds: 2*timescale).

    Thank you

    I guess the only concern I can think of is I have my gameplay events disabled (all in a group that is deactivated while paused) and one of my timers does happen to hit in that microsecond. Seems low percentage but still possible. The event for the timer would be disabled. Is there a way to pause all timers? Or would you have pause each individual objects timer? A for loop for each active timer would be good if that's possible to do.