roracle's Forum Posts

  • Creating menus and the likes is always going to be daunting, but I remember reading a CC forum post regarding using inherited layouts and sheets to design the menu system in, that way you can design it then call on it where ever in the game. Does C2 also do this, or is there another practice for it?

    I was looking for the old CC posting regarding this topic, but I was reading it almost 24 hours ago and now I can't seem to find it.

  • Bumping if anyone knows the answer to the "color" questions?

  • I really like what they are doing. However I still have a question. Because inventory will be expandable in my game, and items aren't associated with colors, because users will be able to color anything (within reason of still being appealing in the game world) any color they want.

    GeometriX you mentioned a grey-scale image without colors to work with. What if I had one animation in a grey-scale sprite set aside as a 16x16 image holding the 256 colors I need? Would that be able to trigger the HSL feature, and would that method work with Spriter imports as well?

  • I get to level 5 and can't level up any more. I was able to beat the game, but the problem was with the experience bar always going up. If 5 is the max level (for now) then I suggest you have it stop the experience gain.

    BUT! Great job, it was fun playing. I love rouge likes, and would love to see this gem grow some more.

  • Zero is the absence of a number, like darkness is the absence of light. We give the word "darkness" to describe the absence, and in the same way we (and computers) must have a way of demonstrating the absence of a number. Because of this, zero is counted with or without going into negatives.

  • The RPG I'm designing will have various items the user can equip. The player will be able to see the changes on his physical person in game, be it clothing or armor or weaponry.

    I have an idea about how to do this, but I want to make as quick work of it as possible, so I was playing around and noticed "Adjust HSL". Would this allow me to, for example, create a glove animation using a black and white color, then depending on the properties of the item being made, give it a value to change the hue of the player's character's physical equipment? I know already I'll have to use various layers or z-order it properly because I'll have a number of equipable things.

    Now my other option would be Spriter. Is it possible to individually change a sprite being used by the Spriter plugin during runtime in C2? That would make things much easier I think.

  • I'm about to get my hands dirty with an inventory system. That is where you should start if you want to do shops. I have to read all the tutorials on arrays and check out demonstrations from others. I have to dig in the forums to figure out how to do what I want to do, grabbing people's examples and the likes. I suggest you do the same, it's the best practice.

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  • Reverse engineer it. It can't be THAT hard, but I'm sure it's complicated. Plenty of variables and stuff. Go play DW, write down how everything happens, then have fun.

    Functions are your friend.

    Also, these "systems using keyboard hotkeys" should be plenty to get going. Just replace "pressed L" with whatever game event will trigger it.

  • Everyone _wants_ a partner to make games. I can't do graphics, but I'm learning, and I suck at programming but I'm learning. Let me put it this way: if I can't convince my hard core gamer friends to help me design an MMORPG, then you likely won't find people in here to help you as a partner. Unless you're paying them.

  • What I did instead was put on the grid and snap to grid option, arranged my icons and the likes how I wanted them, gave it the "pin" behavior and everything worked out fine. I wish I could show it off but I have tons to do before the game is ready for demonstration.

  • Well the good news is that might work for me, because I need control. I intend on updating my game later, adding new skills, changing algorithms of current skills, etc. The ability to choose where everything goes is important because of that, and it's the general direction I've been heading.

    I guess I'll experiment some more with how I want to do it all.

    EDIT:

    Forgot all about "pin" option. I was able to pin things to the main 9-patch window and now it's pretty easy getting all the items where I need them to be. As long as things are on screen in the editor it seems to work perfectly fine.

  • Classic method that seems to work: have the enemy shoot out an invisible "detector" every few seconds so he knows if he can see anything in front of him. If that detector hits anything, it triggers the enemy to run his "shooting" function or group or however you have it set up.

    Also check out the distance(x1,y1,x2,y2) thing when determining how far two things are from each other. That can help, too.

  • Objects involved: 9-patch, Sprite, SpriteFont

    What I'm trying to accomplish: 9-patch as the menu holder, able to be moved around (by dragging an on-screen icon around). Sprite has various animation frames, each is a different "skill" icon. SpriteFont will spawn next to the skill icon sprite, and depending on the animation frame (or if I need to specify) what that skill's level currently is.

    Description: I want to make menu windows using the 9-patch plugin, so it can be various windows holding various objects that can be moved about on the screen.

    My first try is a skills menu, and it either needs various pages or a method to scroll up and down while keeping the contents of the menu on itself. The menu needs to be a list consisting of another object.

    MOCKUP:

  • Yes, and every person I've come across who uses IE is not the target audience for my games. Maybe if I were doing angry birds or the likes, but I'm interested in a more learned audience. I don't make casual games, and IE is for the casual user, which every gamer I know uses the "IE is good for downloading another browser" line when discussing such a topic. If people spend too much time trying to make things compatible with Microsoft platforms, that would make them all look like jerks the past 20 years for not caring about anything _but_ Microsoft platforms. It's easier to make things for every other platform, and if you have the time, THEN you release for Microsoft, or Nintendo, or whoever you have to get all special for. Target the biggest audience first, and IE is not part of that target.

    I'm glad you guys are interested in appealing to senses for evident customer bases, but it's important to also know your base. Just because a large group of people still have CD Players, it would be silly to try to sell them MP3's if they're stuck on the CD, won't it? It's just music, so what's the big deal? It's not compatible, and to make it compatible means the customer would have to suffer through making it so, no matter how easy I make it. (You can relate the same situation to how easy it is to play Ultima Online in Windows, but in Linux you need the Linux client which was developed but not kept up with).

    It just so happens Microsoft's IE and Windows platforms are only in the game because they have the money to be in the game, not because they have anything to bring to the table. I've seen this before with RIM, and called it ages ago, no one believed me, but where are they now? Just because we can still see Betelgeuse doesn't mean it hasn't gone supernova yet.

  • To each their own, and I am in this for business, and I can snub my nose at a small section of people. It's a less used browser and I don't see it ever being usable in the future. It's a branch of Mosaic and a bad one. Firefox is the most updated version of that project and most compatible. This isn't so much about preference as it is about stability. Always has been, for me at least. Thanks for the input though. I'll go with what works, and suggest others do the same.