MythStylz's Forum Posts

  • It could also be that you created a super small image and may need to make it bigger (I've done it) but check visible not only on the item but also on the layer your bringing them into. (BTW make sure the layer you bring them into is above the background)

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  • Greetings, I've tried to look this up and was pointed to the JSON plugin, but I'm having a bit of a problem comprehending how I want to use all this.

    Basically, my inventory screen allows the items to be dragged and dropped, right now I have one Item object and then it has an instance variable to tell it what item it is.

    Now I can do the basic programming for each object, i.e. when candle hits sword it becomes a fire sword. (when object 1=2 destroy and create object 3) and that works. What I need help with is how I want to set up my arrays. I'm assuming I should use a JSON file or WebStorage and I've read the book about them but am still confused.

    So here's the stats I'm storing Item Number, Item Name (Which is how it pulls up the animation as well), HP+, Move speed+, Damage+ , Defense+ and also In Inventory (to populate the inventory list). Then I also need to store what the item is combining with (I.e 1+2=3) Then I also need to store any class changes that this item makes when attaching to a character with a previous class (I.e Sword + Worker = Soldier, Bounty + Worker = Mercenary)

    So here's where I'm confused, How do I store that this item mixed with another item equals the third item? Like I set a new object in the Candle object called mix, the item i want it to mix with is ID 1, so I'd assume I set 1 as a variable (Set 1 at current@ "FireSword") then I'm drawing a blank. I know when those two items touch I want to check this database at the position of MIX... (While writing this I was just thinking maybe I should pull the Mixing out and make it it's own thing, then I can be like, 0 and 1 make 2? I don't ever have to save these combinations outside of a play game so should I even be using JSON? The only stats I'm saving as #PC (four playable characters at a time) their race and their class and their current item (only one item at a time)

    IDK I'm getting really confused and I think I'm just over thinking this.

    So yeah that's the main question, then of coarse am I using my arrays correctly and am I using the right arrays? Right now all my races are in a single array with X the name, Y the base HP and Z the base move speed, and that works well. I realize I only really need to save my one array for the characters, and am still looking into the best way to do that as well so any pointing me in the right direction for a small mobile game would be awesome.

    Anyways thank you for any response introspect or tutorial you could point me in the direction of. Basically it's a tactics game with a alchemy type leveling system.

  • How would you go about doing the old Zelda Style of having a heart be four pieces? I have a heart I split up into four animations and can back and forth between them but when I try and do more than one it edits them all. - Will Repost

  • Theirs a free media suite I use, RecordPad and SoundPad, it's not the prettiest but it's easy to use and free.

  • That's what mine does, and then it deletes the background sprites underneath it if that tile doesn't exist (Unused instance variable) I also have walls in there. They just all happen to look the same in this build

  • So I got around this by

    (A) Distributing an X and Y Cordite to each tile instance i created, i.e coordinate 0,0 is the first piece, (I used triangular pieces and placed them by hand because I'm not great at arrays, but it was really simple, just make them then select the row and column and change all the instances of that instance variable X or Y cord. I kind of enjoy this way because I can easily replace the underlying tile with a different shape and make Risk-esque type maps.) Then use this example to call arrays scirra.com/tutorials/630/building-a-basic-board-game-board-tokens-and-moving-them

    (B) Moving the piece to the coordinate of the projectiles end, I believe I used the Snap to Add on (you can also just move the object to at a speed (i.e ranged attacks), then simple call up the coordinates by either the tiles X/Y of the piece the player clicked on or the AI wants to go to. I use ghost pieces for selection but you could independently call the tiles each time

    (C) Then make that piece check what it is overlapping and set it's (instance variables) CurX, CurY to the current cells (also independently stored from the array) then set the explosion on that tile once it hits. Or whatever I use it primarily for movement, but it does work for animations.

    Here is my example from when I first did Enemy Movement, it should be the most simple example

    drive.google.com/file/d/0Bz7FEsAe5hXcWEp0LWVfODFab00/view

    If anybody sees any problems let me know on my drive (I think you can post anon on my drive to.), I may have them fixed in a later version but let me know this should be pretty self contained at this point.

  • I figured it out, my expressions were to condensed.

  • Actually I can't quite post URLS yet, so if you want to look at the code message me.

  • Hey, I've been working on getting the basis for a TBS game going and am running into a problem. Basically, what I want is for each of my enemy pieces to move, one after another. As of now I can get them to check moves one after another but it seems that it's forcing the second numbers on the first. So my player Characters are working amazing (I have four in there.) I went in and added a bad guy and got him to work well, but then when I added a second bad guy it ruined everything.. So I went back to square one and decided I needed to add both bad guys at a time. Here's a screen shot of what I'm talking about:

    https:// drive.google. com/ file/d/0Bz7FEsAe5hXcTHpuNkZMU0RnQjA/view

    Right now I have movement based around making GhostPiece around the tiles I want to use, then have the PC/Enemy choose one of those Pieces. Because the event is more broken up with the PC it was a little simpler to do, I store the value of the players move (0-3) then when they confirm the move. On the Computer side I have it check the same moves and that seems to work (it will fire two different Ghost Pieces, 1 after the other.) But the NextY and X will pull from the same CheckMoves Pull (or is it getting reset as the second one makes it's choice?) And then the Ghost Piece isn't getting deleted the second time.

    Anyways I've been pulling my hair on this for a few hours, and needs the help! I can't seem to figure out how to separate it where the NextX and NextY are only getting applied to the current Piece-Set. I also want to call the "Next Phase Function into this, but when I do one of the enemies doesn't pick up a GhostPiece. I'm not sure if this is all combined, but please any help would be mad appreciated.

    You can also check out my full code here :

  • Hi i'm Kyle! I've played with Gamemaker for a few years just playing around and have decided I want to get serious about making a new game (Turn Based Attacked) but saw Construct 2 and thought I'd give it a try. I'm plugging threw a few tutorials now and am really impressed by it's flexibility and code learning curve, so expect me at anytime to look into how that's done!

    • Stay Amazing, Stylz!