rosareven's Forum Posts

  • Good job!

    A list of arrays with different coordinates suggested by farflamex is great too, just for ease of remembering all of them - the array can remember them for you.

  • It sounds easy, but it's going to be a really complex game when you actually do it.

    I suggest you learn the basics of the engine first by following the tutorials on Construct 2, just to get a feel around the engine interface. Then you will have better idea on how to approach your game from there.

  • Yeah, if your pit leads outside the layout then the player is going to continuously lose health non-stop, instead of subtracting 1 only once. You might want to relocate the player's coordinates immediately just so that won't happen.

  • Thank you Kiira, I like it. Don't worry about the rest if you can't finish them, you can move onto BluePhaze instead.

  • Nice! Nifty destroy effect.

  • Transferring values between layouts is tricky. At the moment the easiest way to do that is only by global variables.

    You can make global variables of the x y coordinates where you want the character to arrive to on the island map. Assign those coordinates when the player leaves the house, and vice versa when the player enters the house.

  • Have your monsters always face towards the position of the player while moving forward. Sprites can use the actions "set angle toward position" and "move forward". Copy the player's x y coordinates for the angle to follow.

  • I got it.

    First, remove the bottom event that you say is causing the problem. It's easier for me to explain this from scratch:

    Player->On collision with Dimentionator->Add 1 to CurrLevel, Save game to mysave

    (on a separate event, not sub event) System->On save complete->Go to layout str(CurrLevel)

    === That's it ===

    "Trigger" condition, that is, the ones with the small green arrow on the event icons, cannot be used twice in an event block, including sub events.

    "Is overlapping" will continuously append 1 onto CurrLevel, and "Trigger Once" can't stop it.

    Ideally "On collision with" should be used instead of "overlapping", but because "on save complete" is a trigger in itself, "On collision with" isn't available as an option and "overlapping" just won't stop adding onto CurrLevel. The solution above will work.

  • Hmm... I've seen RPG maker sprites before and I could make them... I'm sort of confused though. When you say to make a "template" do you mean to make a character with no assets and just the body?

    And as for the 2 walking animations in 4 directions do you mean a full character assets and all?

    I could make both. :) Maybe two different versions of one character and then a template for the RPG sprites, hand crafted by yours truly. Haha

    It's no problem, I'll accept anything. I'm waiting until I'm 18 to make any money off anything, but that's all in donations. Nobody should have to pay for the resources.

    Games I make will be 50/50, some would cost ya and some would be free.

    I'd appreciate if you can clear this up for me. I hope to hear from you again soon!

    Yeah basically a naked character, and then a dressed character for me to learn dressing up the naked character by example. And yes too, a full character sprite sheet. 4 directions, each direction has 3 frames: standing, lifting right leg and lifting left leg, like a walk cycle.

    If you can make the naked character plus two examples of a dressed character with it - I don't know, I think I'll ought to make you something nice.

    I wish I had your initiative when I was under 18! What you have been doing so far can be valuable to your future portfolio.

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  • Haven't done this myself but if bullet behavior nullifies solid behaviour, you might want to consider a standard movement method and mimic the bullet behaviour in your events. If you just want them to go towards a straight line you can use linear algebra to set their positions.

  • Did any cheat operation lingers even though you disabled cheats? I can double check that for you if you show the events.

  • Do you have the capx to show us? It would be easier to see what your current set up is that way.

    If you don't mind being able to see the interior of other houses in case they're close by, the outside world can be on the top layer and interiors being the bottom. Then it's just a matter of toggling the outside visibility as you walk in and out of the house. Most classic JRPGs are like that where you can see interior of other buildings when you aren't in those buildings.

    If you only want the player to see the interior they are in, the blend mode might be your savior: scirra.com/manual/146/effects

    Basically, have your outside layer and interior layer, then in your interior layer, cover your rooms in pure black blocks of sprites (assuming the background of nothingness is black). When you walk inside a house and touches that black sprite, you can change that black sprite's blend mode to Destination In and reveal only that room you walked into.

  • What happens when you execute that? The layout just stays at level 1?

    It could be an issue with your global variable not being changed for some reason. If you can share the capx I can look into it.

  • You can add a hidden sprite with a thinner collision that overlaps the side you intend the player to trigger the destroy event.

    Which also mean you will be checking the collision of the hidden sprite, not the platform. The platform will only go when the hidden sprite is touched.

  • Agree If all you want to pass is a number, then you can just use the frame number as the value.