Nillo's Forum Posts

  • Hello everyone! Here is the CAP file if you'd like to take a look at the source code. I take no responsibility for any shenanigans you might partake in with this file.

    https://drive.google.com/file/d/0B3naf7 ... sp=sharing

    blackstr, to access challenge modes, simply select them in the traits menu when you're making a new character.

  • Ah, so the solution is simply to rewrite those events that have the OR condition? That's a relief. In that case, I can easily work around the bug.

    I'm going to make those changes to my game now and see if it is fixed on my end.

  • I created a smaller cap with only the movement events, and strangely enough, it does not seem to trigger the error. I have been careful to design the movement in exactly the same way as my previous example, and yet the results are different.

    I think there may be an issue with the previous cap because it was originally made in an earlier Construct build. I upgraded to the latest build while the game was being developed. To test my theory, I'm going to completely rewrite the components of the game in this new cap and see if the error is still occuring. I'll make backups during this process just in case some part of the game starts triggering it.

    Anyway, the game is fairly large (117 events) so this will probably take me a few days.

  • Events related to moving units are found in the "Move Units" category of the BattleEvents sheet. Collision testing is also performed, found in the "Collision Test" category, with each step that units take.

    These are the event numbers:

    45-58: Unit movement

    59-68: Collision testing

    Event number 55 is the most important event, because it is the one that actually moves the units after all the related tasks are done.

    If needed, I can produce a more simple cap with only those most important events to test this error.

    Thank you very much for looking into this.

  • So I did a quick search through the latest forum topics, and then looked at the bugtracker, and it seems like someone else had an issue that seems similar to mine: sourceforge.net/tracker

    To put it simply, changing between two layouts more than once during a game causes it to crash. If I go from the menu layout to the game layout, then back to the menu, then back to the game, it crashes to desktop with a generic application error.

    I have had this error in two of my games so far, Griddy RPG and my new project Griddy Heroes. I solved it in my first game by simply making it impossible to go back to the menu after the game had started. However, in this new game, changing between layouts will become unavoidable, so I will need to fix it properly.

    Here is my .cap and a compiled executable: http://solidfiles.com/d/f7e38098b3/

    To reproduce the error, do the following steps:

    1. Click any of the menu buttons to get to the battle layout

    2. Press Escape to go back to the menu

    3. Click another menu button to get to the battle layout

    4. Move a few steps with the arrow keys.

    The game then crashes.

    I have updated my Construct installation with the latest build (r2) and I am still experiencing the issue. I'll need some advice to be able to continue my game project.

    Are there any workarounds? Any settings I could change to make it not crash when repeatedly changing layouts? Is anything wrong with my event sheet?

    Construct 2 costs so much money, I'm not sure if I can switch to it in my current situation...

  • Aannd the game is now done! I've added new screenshots and downloads to the first post. Woo!

  • Can anyone tell me how to make a grid based enemy ai? can send you the cap of this game if you're interested. The AI in my game is quite simple. If the enemy is next to the player, they will always attack. If they are not next to the player, their behavior is based on one of the following patterns:

    1. Random, frequent movement (rolls a 1d4 and moves in the direction that is selected)

    2. Random movement, but less frequent than the first.

    3. Aggressive movement - When the player is within a certain radius (around 3 squares) the enemy will start to move towards the player. If they get close enough, they will attack.

    4. Intelligent movement - Works the same as the random movement but with one exception: The enemy will never move to a square that is next to the player. This means that it will always get the first strike.

    If you need anything more, let me know!

  • Version 0.17 is now available, and I've updated the links in the first post.

    Aside from the general bug fixes, this version includes a new feature inspired by one of my favorite roguelikes. You may now "look" at enemies by pressing L and selecting them with a special cursor. This command will give you a brief description of the enemy and an estimate of how powerful they are compared to your own character.

  • Saves are created with a simple array, so they should be compatible between all versions.

    Though, you may encounter some small weirdness here and there depending on just how old your save is. For example, if you load a save from a very old version before custom character names were implemented, the game will think that your character is named "0", which is the default value of the array; however this just looks a bit weird and has no real impact on the gameplay.

  • Another update! Version 0.15 is now available and the download link is in the first post.

    There is a new Volcano level for you to explore, and most importantly, the game can now be completed! If you manage to defeat the Dragon in the deepest parts of the Volcano, you will be declared victorious, and an angelic choir will sing your praises and stuff. Maybe not the choir, but still.

    You might even notice that a special challenge is unlocked after your victory. This is my challenge to the most dedicated players, and not something to be taken lightly! It may seem unfair at first, but I can assure you that completing this challenge is entirely possible. And if you manage to finish that challenge, well, you may find that yet another special thing has been unlocked!

    Aside from the volcano, this new version includes several secret changes and one level that is very difficult to find. I will give you one simple hint: Look for it in the place where there is nothing.

  • So I have a game with a lot of enemies in it, and they're using a custom movement that makes them bounce around on the screen. If they collide with a solid object, they bounce on it and change direction.

    This works as it should in most situations. However, I've noticed that if the things happening on the screen become too intense, some collisions are dropped as the computer does not seem to keep up with all the detection work. If I have twenty enemies in the same room bouncing on the walls, they will sometimes just fly through the walls and become lost. It also happens frequently if the game is lagging, or if the room with the enemies in it is very small - with a lower distance between walls, the bounces happen more frequently, so the computer has to handle more collision events and some of them are lost.

    Obviously, I don't want this to happen; I want the enemies to bounce on every solid object in the game without fail. Even if the game is lagging, I want things to progress as they should, and not cause odd behavior due to some events being lost. How do I solve this issue?

  • Here's another update. Version 0.13 is available for download and the link is in the first post.

    This version adds another level called the Death Road, which is located at the end of the Ninja Village. This new area features powerful enemies such as zombies, necromancers and ghosts. The Necromancer is capable of raising additional zombies to aid him in battle, so tread carefully among the graves of the unfortunate.

    Some smaller changes have also been implemented. Drinking antidotes is now considered a free action; you will no longer end your turn if you drink it in a fight. I've also fixed some bugs and changed a few pieces of code that probably won't be noticed by players.

    The Death Road is the penultimate level of Griddy RPG. Once you have conquered it, all that remains is the searingly hot Volcano level where the lair of the Dragon can be found. Is your hero ready to save the world?

  • Thanks for the help everyone! I'm going to try this soon and I'll let you know if I run into any more problems with it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is a tricky problem I've been thinking about for a feature that I'm working on. Basically, I'd like to have one type of object following another type of object, so that it always stays at the same position as the object it's following.

    What makes this more difficult is that I have more than one object of the same type. Let's say I have a type of objects called "Monster" and another type called "Health Bar". I want every monster to have a health bar, and it should be displayed above the monster's head at all times. But how can I make a unique health bar for each monster, and then make sure they're all at the right position?

    Ideally, this should be done in an efficient manner so that the position of health bars will only be set when it must be set. I don't want a loop that runs every tick and sets the position of every health bar on the level. I would like to only move health bars for the monsters that have moved that tick; stationary monsters don't need to move their health bar.

    Any help with this would be appreciated.

  • Wow! This is very cool!

    Congrats! I'm fixing my pc tonight so I may be able to test it!

    Any chance this could be done on C2?aybe! I haven't used Construct 2 yet so I don't know.

    Considering the amount of time I've spent developing Griddy, though, it's unlikely that I'll switch to a new coding environment at this point.