RhapsodyInGeek's Forum Posts

  • I couldn't download the cap. Try reacquiring a public link? Or reuploading?

  • How sad. It happened to a pal of mine too, though he got it to work in a short time. Never told me how he did it, but I think he tried running in Windows XP compatibility. Not sure why that would help though, since it runs just fine on my Windows 7 system.

    What kinds of graphical glitches? Got a screenshot?

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  • It's late and I'm about to go to bed, so I'll check it out tomorrow, but as a quick thought to do what you want, here's my suggestion.

    If Coins > Cost

    --> If Spend Coins : Add 10 to global('Temp Boost')

    If global('Temp Boost') > 0 : Set global('Temp Boost') = global('Temp Boost') - 1 * TimeDelta

    --> Trigger Once : Set Progress Speed = Progress Speed * Boost Multiplier

    If global('Temp Boost') <= 0 : set global('Temp Boost') = 0

                                 :Set Progress Speed = Default Progress Speed

    Where "Progress Speed" is how fast your Progress speed normally is, and Boost Multiplier can be 1.5 for half time faster or 2 for twice as fast.

    Like I said, didn't look yet, but I feel like that would do what you're asking. That's what first came to mind anyway.

  • Oh, by the by! You press ESC to do a quick shutdown, and F1 will reset. I plan to make those customizable, too.

    Right now, when you go into the in game main menu, a party member is added. This isn't a bug; it's for debugging purposes really, but I left it in to show that you can switch between heroes in the equip and status menus and have Hero specific equipment. Also that you can select to use items on specific heroes.

    I don't have the actual spells implemented, but they're essentially the same as item use except they use Rune Charge (RC) as energy.

    That yellow bar below your health meter is your stamina. Your attack power is also based on what percentage of that stamina you have when you attack, to a minimum of 1 damage (because I don't want to completely block those persistent players from doing things they shouldn't).

    And that enemy is supposed to be a pain in the butt. Most enemies will be immobilized while attacking, making them easier to hit. He's still got some special boss code on him making him try to dodge your attacks.

  • EDIT 29/09/13!

    I am no longer supporting this demo. I had abandoned it ages ago in favor of developing in Construct 2 for a million and one reasons. I may share some of my code for my upcoming game, or at least describe a few ways I went about the upcoming ARPG. I expect to show something off in the near future, possibly late Fall for that, but it will be in an entirely new thread separate from this.

    I no longer have the original cap file this post describes below. I am leaving this post up more as a testament that I had created an engine at one point, and that it is in fact possible with Construct Classic, but I honestly recommend upgrading to Construct 2. It's come to the point where Construct 2 is much much MUCH more fully featured and stable than Construct Classic. Do yourselves a favor.

    --------------------------------------------------------------------

    So a lot of new folks come in asking if Construct can make RPGs, and a lot of old folks sayin' "Yea, it can" and then there's the whole "Well, where are they?" and then you get the thing about "Well they're really really hard to make and take forever!"

    All of the above is true, and as an added bonus you get a few migraines along with your RPG!

    BAM!

    http://dl.dropbox.com/u/20459682/action%20rpg%20demo.zip

    This is my Action RPG game that I'm working on. I included an exe, a cap, and a couple text files that show you just how I keep track of all those darned variables and formulas! (Hint: haphazardly!)

    Engine Features:

    * your standard 8 way top down player navigation

    * support for changing player characters

    * extensive menu system

    * branching message system

    * inventory / spells

    * equipment

    * combat / enemies

    * leveling and stat growth

    * map transfers

    * customizable controls

    * fullscreen / windowed modes, and aspect ratio changing

    * save system

    Engine To-Do:

    * finish ally system (need to give them field representation and AI)

    * damage display

    * UI tweaks (some text display and sprite positioning stuff)

    * area map menu

    * music playing (still have to compose something first)

    I do use a number of third party plugins. These plugins have SAVED MY LIFE!:

    *Linkman's Magicam

    *Lucid's Spritefont

    *sglorz's Input System

    and a number of other plugins from Ashley and David that came with Construct Classic.

    I also owe R0J0hound and Tulamide, and a number of the other Construct vets my life as well. Many a time I came onto the forums with a problem, and then you guys come running in with a bag of enlightenment. Expect an NPC tribute some time down the road. <img src="smileys/smiley2.gif" border="0" align="middle">

    I felt like posting the cap in case people wanted a peek at how I did something (I know a lot of people ask how to do fullscreen while maintaining ratios on here). I wouldn't recommend doing things exactly how I did them, especially since so many systems are dependent on one another, but it might give some of you a step in the right direction.

    Oh, yea, by the way, Construct Classic can make complicated RPGs!

    BAM!

    http://dl.dropbox.com/u/20459682/action%20rpg%20demo.zip

  • You should post a cap so that someone can find the problem. Dropbox is best, though I've seen people use Mediafire without complaints.

  • I had a Custom Player Movement thing going on in my game for awhile (though I ended up using 8 player movement). I did get what I think you want accomplished through this:

    Compare: Object[CustomMovement].Speed > MaxSpeed

    --> Set Object, CustomMovement, Change Speed, Set MaxSpeed

  • I think I speak for everybody when I say we're salivating with anticipation. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • So good news! I've solved it, for now.

    I opted to remove the Family completely, then reorder the AI object's PVs into alphabetical order. After that, when I re-added the family "Red" to the AI, when it put in the PVs it ended up in alphabetical order as well, and then they started matching up. It's a bit of a hackaround, but at least I've got it working now.

    Thanks for all the help lately, guys! I appreciate it!

  • I love Flashback. This is beautiful. I like the style, too.

  • Well, that at least solved the issue of animating them separately, so cheers for that.

    I think what it might be is the PVs not being correctly evaluated. I just remembered a bug way back where testing out PVs on Families wasn't working right because the order in the object wasn't the same as in the Family? I thought that bug was squashed though.

    I found that once I put the "Set Red.Value('Timer') to Red.Value('Timer') - 1 * TimeDelta" into the "Always" position, it was modifying Red's "EnID" value, not "Timer".

    I did another attempt at "Pick by comparison" and input the values manually, and the checking worked. The setting of the PV didn't, but one workaround at a time, I guess.

  • Well, here's the cap:

    http://dl.dropbox.com/u/20459682/eclipse.cap

    The events in question are in the event sheet "Game Systems", they're the last group of events, so they should be easy to find. That's the only spot in the game where Enemies and AI are referenced.

    When you test it for the first time it should jump to fullscreen, which is inconvenient for debugging. You can go to options and mess with the screen settings and set it to Windowed mode. It'll save a config file after you select save settings and then refer to that to restore settings so you only have to set it to windowed once. Clicking and dragging on the screen will let you move it; it's a bit clumsy as I haven't finished that feature yet, but it works fine. You select menu options with the Action key, default mapping is Left Ctrl.

    When you get to the actual map just take a right and you'll see the enemies in question, and their corresponding AI objects (I have them visible for debugging purposes).

    I also highly recommend you "Debug All" rather than "Debug Layout". The game will not work properly otherwise, as it requires a number of arrays and objects and configurations created on startup.

    Hope someone can figure something out!

  • Well it's not an issue with the Families, but with PV picking. Like I said, even if I replaced the "Red" PV checking with the actual object, the results are the same.

  • So I'm working on some enemy AI. I'm trying to streamline a lot of the movement so that I can cut back on events by using families, and using containers to pair up a collider/AI object with my graphic/Stat object so my enemies can have proper collision detection when navigating the environment.

    Enemy is in Family "Enemy"

    AI is in Family "Red"

    <img src="http://img256.imageshack.us/img256/9360/enemyaibugged.png" border="0" />

    The above is basically the template I plan on using to make my enemies perform various actions, up to deciding when to attack the player. The Enemies find their AI just fine, which is great. They stick to their coords and all that jazz.

    Unfortunately, nothing gets detected after that. Any action with a PV checking condition doesn't perform at all. It's not just with Family PV checking; checking the specific objects' PVs yield the same result.

    Moving the movement action outside to "Always" or "At Startup" does cause the enemy to move. Also moving the "Is moving" conditions and animation actions out of the PV check allows the enemy to animate.

    I've tried using "Pick by comparison" to evaluate the PVs, but it ends up picking every enemy who's State is set to "Idle", causing the enemies to try to change animations between their own movement states. It also eventually causes the game to crash when opening a layout with the enemies in it, with no other solution than to delete all events associated with the "Enemy" and "Red" Families. Really bizarre.

    I also tried to pick by adding an additional PV that would pair up the Enemy and the AI rather than using a container, but that didn't work either and just ran the actions for all instances as long as one instance fit the bill.

    A bit frustrating, to be sure.

  • Beautiful, R0J0hound, beautiful! It works pretty flawlessly so far. Can't thank you enough!