RhapsodyInGeek's Forum Posts

  • I don't know what else to say...

    ... other than how about this?

    http://dl.dropbox.com/u/20459682/corner_shoot_FIX.capx

    Basically, I changed the way your events detect completely. Instead of checking the overlap at offset and using hardcoded numbers it'd give you more flexibility to just check where the coordinates are in relation with one another. You'll probably get it more in the capx, but basically there are no hardcoded numbers, as it checks the BeaconBoost's width property and Block's width property, and then it checks for their origins' locations. That way you can resize the block to any size you'd like and not have to recode new conditions to accomodate or use a million block objects. Convenient!

  • Battleshops! Manage your shops and pit them against rival shops during the rush hour to win over customers. Wage battles using shopping cart launchers and demolish their carefully stacked products! Oh, and stack your own products in a way they will suffer the least damage when toppled over by rival shops.

    Test your shop management AND warmongering skills against famous battleshops Warmart and many more!

    Let your brains loose and you can come up with ideas like this, too! ;)

    This is incredible, and I'm tempted to do it myself.

  • Unfortunately I no longer have the old version the post was originally about, as I decided to rewrite in a more streamlined and sensible fashion after having learned more about Construct.

    I have the heavily WIP rewrite, which contains only a few of the features from the old game, but also possibilities for much more. It's quite buggy, but the basics are there, with a system allowing for NPC battles, allies, faction relationships, etc... It might spur some ideas for you.

    I've put them in a RAR file with the documents I used to keep track of data and formulas and uploaded it to Dropbox.

    Action RPG Demo WIP

    Switching maps is broken, sometimes the AI hang when they go into combat with each other. You can't attack yet, but that's because the animations aren't done or enabled. The enemy can attack you though, and the mechanics are in place to attack him as well. Rudimentary ally stuff, dialogue, etc... It's also not very well commented, just commented enough for me to know where I was in my code, but not really meant as a tutorial. It's very very incomplete compared to my last iteration of the engine, but with the benefit of potentially greater flexibility.

    I won't be working on this for a long while, as I'm currently developing another game in Construct 2 that's coming along far better and more quickly, as developing an RPG requires a lot of planning. I do wish you luck in your endeavors though and hope you find some use out of my little WIP engine!

    Good luck!

  • You, good sir, are my hero.

  • So the way I play music in my game:

    On Start of Layout

         -> Play Music by name: "mus_" & StageName & "_intro" with tag "intro"

    Audio: On "intro" end

         -> Play Music by name: "mus_" & StageName with tag "music"

    In order to reduce the pause I'd like to do an event before the level change where I can preload the regular music file before entering the stage.

    On Down Arrow Key pressed

    Player overlapping StageDoor

         --> Preload by name: "mus_" & StageName

    On Preload Finished

         --> Go to Layout by name: StageName

    That way I don't have to copy and paste for every single level, preload only when I need them, and it makes adding more levels easier, too.

  • I was wondering if it would be possible to add a "preload by name" action to the Audio object, similar to the "play by name" action?

    I like streamlining events. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I use 64bit Windows 7 myself.

  • I've actually got a point and click adventure RPG in the works myself, and I can assure you there is nothing simple about the genre.

    The problem with your request is that most of the components you listed take far more than an hour to plan out, program, and debug for each component. You'll find plenty of tutorials for each piece of gameplay, but to create a full template is not only a lot of work but also would likely be very difficult for anyone to learn because of how complex these systems can be and how intertwined they will be.

    You really are better off reading tutorials for each individual component you want in your game and practicing on your own, so you can develop your own engine that you're comfortable working with that has only the components you need.

    If you need help with figuring out how to make certain features work, asking in the "How Do I?" sub-forum can be extremely helpful with all the people in this community willing to try to answer any questions you may have in your development.

  • Hmm... I also had anchor behavior applied, and once I removed the anchor behavior from the spritefont it seemed to fix the issue. Kinda weird. I don't know if you can reproduce that, or if it's even worth looking into whether there's an incompatibility with Anchor or not.

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  • I seem to have a problem with the spritefont objects disappearing when revisiting layouts. Mostly it just seems to happen when the spritefont object in question is scaling.

    I have some menus set up where if the mouse is highlighting an option, the text will scale up a little bit to show it's selected, and when the mouse no longer hovers above it it shrinks back down to normal. This works fine on a layout the first time, but if I leave the layout and then come back to it, upon scaling the spritefont disappears. Not sure what is causing that. It only seems to do it when revisiting a layout, not on new layouts. Very... weird.

  • Hello hello. So I'm trying to create a pause function. I figured it'd be as easy as:

    +Keyboard: On spacebar pressed

    +player.state = "idle"

          +Pause = 0

                -> Call Function "Pause"

          +Else

                -> Call Function "Unpause"

    However, when I try to pause in game, nothing happens. I take away the "Else" segment, and then it pauses just fine, but leaves me unable to unpause. I think what's happening is the game checks to see if Pause = 0, then runs the "Pause" function, and then immediately after it checks to see if Pause =/= 0, and then runs the "Unpause", all before the next frame is drawn so it appears as if nothing happened. Both functions work fine on their own when triggered, it's only when I try to use an "Else" type deal.

    Also tried:

    +Keyboard: On spacebar pressed

    +player.state = "idle"

          +Pause = 0

                -> Call Function "Pause"

          +Else

          +Pause = 1

                -> Call Function "Unpause"

    +Pause = 0

          +Keyboard: On spacebar pressed

                -> Call Function "Pause"

    +Else

          +Keyboard: On spacebar pressed

                -> Call Function "Unpause"

    ... and other variants of the above with the same result of nothing appearing to happen.

    I thought "Else" was designed to run the event if the previous event didn't run, but that doesn't seem to be the case here. Is this a bug or am I just doing it wrong?

  • Sorry for the late reply!

    Diablo's MOB system is actually a lot simpler than my game's MOB system in a lot of ways, but definitely way more complicated graphics wise and inventory wise. But hey, a team of dedicated paid artists and programmers are always going to churn out a better project than a one man dev team. <img src="smileys/smiley17.gif" border="0" align="middle" />

    However, any RPG or other large ambitious project is going to be complicated. But do-able. I recommend becoming very familiar with Construct first though, by starting off with simpler games like Mario or Mega Man clones, and trying to reproduce and simplify as much as possible. Learn Families and how to use Functions and include Event Sheets and event organization. Become really comfortable with Construct before attempting any large ambitious project. That was my failing at first (and still is in some respects).

    But if it's something you want to do and have the foresight, ingenuity, and patience to create, by all means go for your Diablo-esque RPG! It won't be easy, but neither was figuring out the systems in my RPG but after I came up with a few playable demos the feeling has been quite satisfying.

  • Super cool. Thanks!

  • This is so exciting! Congratulations!

  • You don't even need two separate sprites. Just make it the same object, and set the animation speed to 0. Then load each image as frames in one sprite. Then you can just test for collision or overlap on the one sprite and it will hold true no matter which shore you collide with.