Nillo's Forum Posts

  • Another update. 0.12 is now available in the first post.

    This version adds an all-new save file system to the game which will allow me to store level-specific data. Potions and gold piles have been changed so you can only pick them up once. To compensate for this, gold amounts have increased and potions can now be purchased in special shops throughout the game.

    There were also some minor changes. Truesight potions last twice as long as before, and the readme file has been updated with a new description of combat mechanics. Finally, there's now a text file called "legend.txt" in the levels directory, which explains how the text is used in the level files, for those who might want to make their own levels.

  • Thanks for the comment. It's good to know that someone is enjoying this stuff.

    The next update is still in progress, and it'll probably take some time to finish. So here's a picture of a salamander I just drew that will be used in the volcano level:

    <img src="http://img217.imageshack.us/img217/7466/flamelizard.png" border="0" />

  • Updated the first post with the link to Griddy 0.11. This version adds two new levels after the jungle level. One of them is slightly tricky to find, so you'll have to look around a bit.

    I've also added a new monster attack type, which is only used by a single monster in the whole game. You'll see what it is when you reach the cave, and it is quite central to the puzzles there.

  • Version 0.10 is now available. The download link is in the first post.

    You can now choose a name and equipment for your character. The weapon choice is purely cosmetic and has no effect on your combat abilities. However, you can also choose a trait for your character, which affects the upgrade prices in shops throughout the game.

    Additionally, new rooms have been added to the swamp level and the laboratory, including two new enemy types.

    Thanks for the information. I used TGF/MMF for a long time, so I've seen your extensions and used them in several of my games. I don't think I ever made any comments, but I appreciated them a great deal.

    In the end, I decided to leave their community because I felt their newest products were quite overpriced (if I remember correctly, the full version of Multimedia Fusion 2 costs over 300 USD) and I wanted a free (or at least cheaper) alternative. I can see how some people don't like how similar TGF/MMF and Construct are to each other. But personally I think it is a positive thing, because it made it much easier for me to switch between the two programs since I was already familiar with the functionality. And if it isn't broken, there's no need to fix it.

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  • Multiuploaded for your downloading pleasure. (Check the first post for the link.)

  • Griddy RPG is a project I've been working on for a while. Like the name suggests, it is a grid-based role-playing game. You play a hero character who wanders around in a large world, slays monsters and collects gold to spend in upgrade shops. The game has a very simple combat system, but there are many subtle tactics that can be used to give you the edge in battle.

    Here are some screenshots from version 1.00:

    <img src="http://img401.imageshack.us/img401/3059/griddy01.png" border="0">

    <img src="http://img406.imageshack.us/img406/7758/griddy02.png" border="0">

    <img src="http://img140.imageshack.us/img140/2773/griddy03.png" border="0">

    Download GriddyRPG v1.00 here!

    Alternate download link (if the above doesn't work)

    The controls and changelog can be found in the readme file included with the game.

    The game is now complete and you can win by defeating the final boss in the volcano. Let me know what you think!

  • Version 0.61 is now available. This update added a minimap and statistics in the pause menu, a new optional rotation type, and an expanded options menu where you can adjust the amount of special effects among other things.

  • A new version of DRODer 2 has been released. I've updated the link and screenshots in the previous post to reflect the changes made in v0.60.

    The most important change in this version is the addition of an inventory system. You can now carry certain items and use them for temporary benefits, such as a bigger weapon or increased turn rate. Currently there are four items in total, but it is likely that more will be included in future versions.

  • I entered the right code, haha xD

    And then I received thirty hearts for some reason. It was kind of funny. But where are the RPG elements? I didn't level up or gain experience or anything like that!

  • Hey guys. I've been using Construct for a while, as you can see by my join date, so I figured I should start writing something on the forum.

    My current game project, DRODer 2, is an action-adventure game about a sword-wielding adventurer who goes into the dungeons to rid them of all kinds of monsters. It is a sequel to an older game, DRODer, that I created in The Games Factory many years ago. The game has two modes, and each of them provides a very different experience from the other. In the adventure mode, you conquer rooms one after another and explore a big dungeon, collecting health powerups and other interesting things on the way. In the Arcade mode, you begin in an empty room where roaches attack from all directions, and your mission is to simply survive as long as you can.

    Currently the game is only half-finished and there are only a few levels in the adventure mode. I plan to add more to the adventure very soon, and also include more objects to make the levels more interesting.

    Here are some screenshots so you can see what the game looks like.

    A game of Arcade Mode in progress. In the top right of the screen, you can see your total points and the high score. In the top left you can see your remaining extra lives, and in the bottom right you can see the combo meter, which gives bonus points for enemies defeated in quick succession.

    This is one of the most tricky rooms in the adventure mode. It has some gates and orbs in it. When you hit an orb, all the gates are toggled from open to closed or vice versa. The orbs that have cracks in them can only be hit once. In the top right you can see a health powerup. It's very difficult to get it since the gates will always close before you can reach it. The solution to this room is to think outside the box and do something very unexpected!

    The current version is v0.61. You can download it here:

    http://solidfiles.com/d/0ca9b/

    I give my thanks to those who have helped me on this project so far: Tom Smith (also known as Insomniac), who provided some of the graphics and made music for the adventure mode, and Jonatan Krogh (also known as Attan) who provided the Arcade music, gave me some technical advice about Construct, and generally is an awesome guy.

  • Why not use the System object's save/load actions? They can save the entire game state to disk.

    suppose, but I feel that I have more control when I am specifying the exact values I want to save to the file. I don't really need to know what's going on in the current game, just the player's X and Y position, hit points and other stats.

    I've removed all except one of the array objects now, and it seems to be working properly - however, as faggatron mentioned, I can't see the array in the event sheet editor now.

  • So I've been trying to make a game with save/load capability using a global array, but it is acting really strange. In every layout I have a copy of the same array with the "Global" flag on. The first layout is a main menu where the array is loaded from a file, or if New Game is selected, default values are set to it. In the second layout I have a simple game where you can touch a save point to save all data in the array to a file. But for some reason it is not saving the data properly. Here's a brief summary of what I'm doing:

    1. In the first layout, I press the "New Game" button. This sets the values of the array to what they should be at the beginning of the game. Then it goes to the next layout.

    2. In the second layout, I have a few counters that show the data in the array, and they show the correct values right now. I walk up to a save point and save the array to "leet.sav" in the game's directory. Then I restart the game.

    3. I'm back at the first layout. I press the "Load Game" button and it checks to see if "leet.sav" exists, if that is true, it loads the data from that file and jumps to the next layout.

    4. Now, when I'm in the second layout, all of the counters display 0. Zero.

    What could be the cause of this? I'm not sure if it's the save or the load process that drops the values, but I cannot work any further until I fix this.

    I have added a debug event that says "On key Z pressed: Array Set index (1,1) to index (1,1)+1". So when I press that button one of the counters is increased by 1. This number is displayed properly in the counter on the screen. I save the data and restart the app. When I go back and load the data, guess what? All the *other* counters are at zero, while the counter I increased has retained its added value, but lost the value it had before I started adding to it.