Nabu's Forum Posts

  • Thank you megatronx for your constructive answer and useful advices. I will surely tweak a demo very soon with changes based on what you pointed.

    Today I released the full version of Erdluitl on Itch.io and posted a small development log.

    https://nabu.itch.io/erdluitl/devlog/668365/full-version-and-update-12

    This version was mainly for stress testing (singleplayer and multiplayer), stability, some value adjustments and bug fixes. By "stress testing" I thought of the ability of the engine to handle bottleneck situations, but I also discovered that it can cover user interactions. In fact, some players will press buttons in ways you wouldn't expect and cause bugs the dev didn't imagine (like pressing a thousand time on two buttons before action complete, to see what happens...).

    The first campaign has also been completed and tested.

    Come and try the game !

  • This is the first trailer for Erdluitl, any feedback or suggestion is welcome.

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  • Yes, it may happen sometimes as Windows Defender or other antivirus triggers false positive. You have to set an exception in the settings. It's very random and may happen on some builds and some machine without any visible reason.

  • Just posted a 40 minutes gameplay video for people to have a clear look at the core game. It is a small succesfull playthrough against one computer AI, that tried to assassinate me before being crushed by a last raid.

    Hope you'll like it.

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  • Erdluitl

    Legends of Below

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    Erdluitl is a dungeon keeper clone, with RTS, RPG and roguelike elements. Previously existing as prototype project named "Monsters", made for testing RTS application and for my small cousins and my friends to play, it is now revived years later as a real game.

    Since then the game has been improved and optimized in many ways and is now available in its most stable and recent version as a demo. It is presented here for a while for testing until the release of the full paid version that will include the entire campaign storyline, multiplayer mode and unlocked features.

    • Dungeon keeper simulation
    • Dig rooms and mine resources and find treasures
    • Build workplaces and produce weapons
    • Grow food, maintain population and attract new creatures
    • Special creatures, skills, spells, traps
    • Infiltration, diplomacy and treason
    • Various gameplay and tactics
    • Storyline Campaign
    • Singleplayer against AI
    • Multiplayer with AI support

    Come and try the demo on Itch.io here :

    https://nabu.itch.io/erdluitl

    Link to the topic about previous version of the game

    (migrated from C2 to C3)

    https://www.construct.net/en/forum/construct-2/your-construct-creations-23/monsters-rts-dungeon-keeper-141843

  • I'll give it a try as soon as I got time for it, and post a feedback here. Everything looks charming and the palette brings childhood memories.

    You may look for two amazing games :

    Spectable by GrahfMetal https://grahfmetal.itch.io/spectacle

    Ponderabilia by Moloko https://www.adventuregamestudio.co.uk/site/games/game/1751

    They are mostly unknown, although being rare gems.

  • Thank you for the example, it's simple and straightforward. I used to do this with Rojohound's Paster plugin for Construct 2, but I can't figure out to make it work in one of my C3 project though, where I do lots of Z Elevation changes.

    Edit : Finally managed to do it, thanks !

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  • The Paste action of the Drawing Canvas in asynchronous and requires the system action "Wait for previous action" before completion. Thus if I use a small canvas to paste objects from game layout (like every tick or x ticks) and then move this canvas to display pasted objects elsewhere, everything is black.

    It works with every 0.1 seconds, giving the time for the asynchronous pasting, but it flickers.

    Tagged:

  • Yes, Javascript has been useful more than once to access some things impossible from the editor, or at runtime. Thank you for posting a bug report.

  • Hello, yes it does in some ways. Read the documentation about scripting, and also instance picking under Object Interface.

    https://www.construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iinstance

  • This is a very cool project, with good atmosphere and nice old school graphics. I hope you'll make it full of mystery, good luck !

  • Good luck ! I didn't take a look at the c3p yet, but the demo is ok and the art is nice. I also use 2D terrain procedural generation and it's a wonderful world.

  • You can change canvas Z Order but not Z Elevation, why ?

    Is this planned in future updates ?

    I just found that there is a Z Elevation value for the DrawingCanvas in the debugger, that you can change at runtime. You can also add DrawingCanvas as a child to some other object via hierarchy. But you can't directly change it via events at runtime.

  • Thank you for your reply. Same about readability. After some tests it appears to be slightly faster than conditions, but as you said it only concerns extreme cases, like really intensive loops.

  • Hello, just a simple question :

    What is the difference between Pick by Evaluate and conditions, in terms of picking, system handling picking and performance ?

    Between something like this (in one event block) :

    - Object.var1=?

    - Object.var2=?

    - Object.var3=?

    - Object.var4=?

    And this :

    - Pick Object by evaluating (Object.var=?, Object.var2=?, Object.var3=?, Object.var4=?)

    Does the first iterates through all objects, check them for first condition, narrow the SOL to selected ones, start again and do the same for every conditions ? So it's multiple SOL and one condition check by object ?

    Does the second loop through all objects and check for every conditions and the return a final SOL ? So it's one SOL and multiple checks on every objects ?

    Second would be better in terms of performance ?