nickcamillo's Forum Posts

  • 8 posts
  • Hey friends!

    My name is Nick Camillo. I'm a musician, and I've got a bunch of gnome-themed songs, so a few years back I started making a game about a gnome to pair with the tunes. Originally it was going to be a super brutal twitchy shmup/slashy platformer designed for controllers, here's a suuuuper quick n' dirty combat proof of concept I made back then: http://www.dev.nickcamillo.com/Gnome arrow keys to move, z and x for attacks, control to fly.

    After that I decided to tone it back a bit and work on animating/adding attacks for the enemies, so I created this more in depth proof of concept. Goblins can block your attacks, and will one-hit-kill you if you get too close. Hold shift to sprint (marginally faster), and z to fire magic missiles. http://dev.nickcamillo.com/GnomeInTheThicket/

    While I was working on this PoC, I was developing a procedural forest generation, and ended up making this little piece of art/game while I was stuck in the airport for 18 hours. It's called Into the Thicket, where you play as a sapling and compete with the other plants to become a beautiful flowering bush. You can try it here: http://www.intothethicket.com

    Last year I changed directions again, and started building out an 'engine' within Construct 2 for building out a point-and-click adventure game, where you could walk around and pick up objects and interact with other objects, etc... I was succesful at getting the point and click movement, a dialogue system, and a consumables system to work (try picking up and eating three mushrooms in short succession by clicking on yourself while holding one), but I got stuck when trying to figure out how to be able to put things back down. Try it out here (don;t mind the floating numbers, those are variables for bug-fixing):

    http://dev.nickcamillo.com/gnomeadventure/

    Since then I've been really busy with other work, and since I got stuck it's been really hard to progress, but I'd really love to get this project up and running again. I just need a partner who is more skilled at Construct than me and who digs the general direction : ) If you're interested in partnering up, let me know!

    Nick Camillo

  • hey guys!

    I'm running into the exact same issue. Did you ever get this resolved?

  • although I suppose it would make more sense for the new stem to grow from behind the sapling than to come up from the seed...

  • So I've decided to keep at it, and I've made substantial progress. I've figured out how to make the stems attach/stack to each other and only be able to bend a certain amount, I've added a rough night/day cycle and the basic energy system (i haven't looked into the actual line-of-sight sunlight-to-leaf system yet).

    I seem to be having the same issue as before with sequencing events. I'm trying to make it so that when you push the spacebar to grow after filling up enough sunlight energy (you start out with enough energy from the seed for 3 growth spurts), that a new stem pushes out from the seed and the sapling stays at the top. Could you take a look and see what I'm doing wrong? I'm so confused.

    CAPX

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  • Yeah for sure, to be honest, I'm not really sure how to get it to work, but essentially I'm trying to create a game where you start as a seed and it sprouts at the forest floor, the goal being to grow large enough to reproduce. There will be a light source at the top that needs to touch you in order to fill up your energy/mana bar, and once you've filled it up, you're allowed to grow up by one 'stem', similar to how snake works when you eat a piece of food. the 'sapling' sprite would always be at the top, and you would use the arrow keys to aim the sapling which would slowly drag the rest of the plant (which consists of a bunch of joint-connected stems) toward the light, while the base is connected to the immobile seed.

    I can't figure out how to get the stem to grow from the seed and keep the sapling at the top. Seems like a pretty complicated idea so I might give up on it : (

  • I want it to spawn just one.

    here's the capx

  • zsangerous blackhornet solved it. I want to keep using the text functionality because it's easier to edit on the fly than editing a gif file.

    blackhornet dude thanks so much : ) Honestly, the quality of Construct's community is blowing my mind right now. Crazy how fast you can learn using the tutorials, and I can't believe that this question that's stumped me for hours is already fixed. It was worth the license already. Thanks so much for your help dude!

  • Hey everyone! Just bought a personal license today : )

    I've got two issues. First, I've made a speech bubble animation that I want to open and close for every new bit of text. I tried to keep it simple by using one animation of the bubble closing, and then setting it to pingpong.

    This all seems to work fine for the first time the animation runs, but after that, when I use the 'Set Animation' action, it loads the sprite but fails to run the animation.

    Second, I set up a global variable called 'Next' in order to handle the sequence of monologue events, where adding 1 to next triggers a new event where the condition is Next="#", depending on which step you're on. At first, you use the spacebar to add 1 to the next variable, but I'd like to be able to trigger events by having the player walk over an invisible trigger sprite. For example, I would like the GUI keyboard suggestions to change based on where where you step. This doesn't seem to work either.

    Here's a link for a capx. I hope you guys can help, I'm stuck : (

    CAPX: db.tt/y6LMlHhj

  • 8 posts