RAN's Forum Posts

  • watch?v=Vj7v4ob28VY <<<<<<<<<<<< VIDEO BLOG << Search Google

    Hey Everyone!

    The project is a platformer with melee and ranged combat. The world is a sandbox world with a play-style similar to Zelda, Flashback and Supermetroid, to name a few influences. Different items and abilities allow you to cross to the next location or achieve a certain objective. The player is able to go back to a previously explored location and unlock secrets based on new abilities learned.

    -Melee Combat

    -Ranged Combat

    -Swimming

    -Puzzles

    -Keys/Doors

    -Open World

    The player will begin the game with only melee weapons (fists to begin with) and gradually progress to ranged weapons such as a crossbow or a pistol. They will also acquire abilities. For example, one ability is a bomb that can explode rocks which bar your way. It can also be used as a weapon to damage enemies.

    You will be able to swim in the game once you acquire a Snorkel but this will leave you with only 8 seconds of breath, a limitation you can counter once you acquire the Scooba Gear ability, allowing you remain submerged indefinitely.

    -Underground Dungeon

    -Above Ground Countryside

    -Mountains

    -Great Ocean

    -City

    The game features an underground dungeon, an above ground country side, a mountainous region, a great ocean where a giant sea creature dwells (and you can go inside it!), a big city divided into a poor section and rich corporate section and an alien space ship. Each location is interconnected and contains many puzzles which can be solved by acquiring items, new abilities or finding clues.

    NPC's will talk to you and give you quests to achieve. Enemies will try to stomp you, bite you or shoot you!

  • Yes that was very helpful!

    Especially the level spawn idea

    For music system, I want to be able to play music in different levels.

    You know in zelda or banjo kazooie how there is a quick load animation then blackness then new level and new music? How would one accomplish this easily, as I have a lot of levels!

  • What I'm trying to do is implement a level transition system, a music system, and a system for spawning you wherever you entered the room after you die.

    It seems like such an easy premise but my mind keeps melting ever time I sit down to do it, Im not the most abstract thinker so Im like sweating just posting this. Serious turmoil right now, need help!

    Anyone got any ideas? I searched and couldnt find anything myself.

    Ive been working on this for two years in the dark.

    No press or anything so far, just the odd board post and question.

    My goal is to reveal VIA trailers on kickstarter and steam greenlight.

    Funding from that will determine the final amount of puzzles and peripherals in the game.

    The main meat of the game is almost done. I swear its awesome, so far 100% good feedback.

    However, Ive reached a brick wall. I really need all of your help.

  • As I said it happens on an empty project as soon as you insert an effect and then open the layout inside Construct itself. Capx isn't essential for this diagnosis.

    I think it might be my display settings/hardware as I can't find the bug anywhere. Hrmm...

  • Hey guys,

    Wondering if anyone could help with this bug.

    Construct crashes when I put an effect on the project and open up that layout.

    I went and put the effect on every level (which there are many) for a transition effect between levels and now it crashes everytime.

    It's not the code or anything, does it straight as soon as you put the effect on and open the layout.

    Is this a common issue?

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  • Why isn't it practical, what are the drawbacks?

  • Does it incorporate scaling?

    I was thinking I could create some pretty dynamic stuff if it incorporates scaling.

  • Okay, I don't mean to spam but I think I finally figured it out!

    I should have done this aes ago, but I finally set up a timer using this string -

    So now every tic a certain amount of time is added onto the cinema variable which means I can trigger events at certain times. Boom, boom, then boom scene done.

    Thanks!

  • I think my biggest issue is figuring out how to tell Construct to wait a certain amount of time before performing the next actions.

    What would be the easiest and most effective way to achieve;

    "Variable = x, show text, wait x seconds, move character, wait x seconds, variable = x"

    and so on...

  • God this is still a major dilemma for such a simple task... Im still open to brainstorm ideas!

  • Yeah it's definitely over-complicated!

    So without trigger once while true it will just repeat the actions every tick until the "wait" is finished? THen move onto the next? I see so that will put the entire thing out of whack. !!!

    Well, thanks a lot for your suggestions, I actually came up with a massive Lightbulb moment while waiting for replies here... I might just change the waiting to a "player presses x..." That will circumvent the random times and over complicated buggy problem.

    FEW! Literally designed most of the game, this is the last programming hurdle and I can just design! Thanks again Rekjl

  • Even if someone could someone could just skim over it and identify the faults? I'm sure some of you would be able to spot them

  • Thanks for your replies on the text post I made.

    However, I'd like to remain as basic as possible in terms of programming. I am novice level programmer, 100% game designer and don't want to over complicate things. SO I have decided to just use images as they will be constant throughout all platforms.

    With brings me to the point, I need major help on this cut-scene programming I designed.

    It's basically relying on "Wait" actions coupled with a "Scene" variable. Wait actions appear to be completely unreliable because every time I begin testing the cut-scene engages actions at different times - every time! This has left me tremendously confused.

    Player collides with NPCRope Mark, is made invisible along with FatherNPC, they are moved to the rope and the rope climbing animations are set visible. Then using 'wait' and variables a series of events take place with make a demon head appear behind the player, various noises, then playable character is made visible again, there is no solid under him so he falls.

    I'm sure a few of you are looking at this with disgust ! I am not formally trained in programming so my methods may be completely obscene. Please help me tighten this up a bit, once I have achieved this I can begin building the came - easy street from here on out!

    It would be a massive help if you could provide images of your corrections, or just a capx. THANKS SO MUCH!!

  • I dont have a screenshot because I don't know where to begin.

    I want the text to make a bleep sound when it is written in real time in-game.

    When u talk to someond, I want hellp to be like H bleep E bleep L bleep L bleef O bleed. Of course very quickly

  • bump?