Shiru's Forum Posts

  • Hello everyone !

    Since some days, I have a problem with my VRAM when launching my game. It goes above 120 MB for VRAM and this is a lot... !!! I want to remove some VRAM usage but how can I do this ?

    I think that the problem comes from my "Spell Effect" sprite. There is a lot of animations and frames in... Also can you help me for making a level editor ? This can also help me saving some VRAM !

    Here is my cap file... Please take a look :

    http://dl.dropbox.com/u/12070899/Final%20Legacy.rar

  • Thanks a lot ! I manage to do the hooks hanging, but I still can't do the whip attack at 8 directions...

  • Sorry to double post, but can someone help me please ? I tried with a line object but it can't use it properly !

  • I wish you the best of luck (looks like you really do know where you're going)

    but...

    you lost me at the character being half-demonic.

    This is mainly because I feel games in this vein don't take the religious material their using, in a serious manner (visions of Bayonetta regretably pop in my head as I write this). I'm not saying (even though I'm Protestant) that you can't take things from context of Biblical (or pagan) sources and use them in a story. But I feel you need to either do it smartly, or not at all. Just making a character half-demonic, imo, does not make them cool. It seems tacked on to be controversial. Also, if you (like the aforementioned game) casually disregard the religion's actual meaning and context and just twist it into some jumbled mess, then you're going to piss some people off. I'm not trying to seem like a raving zealot here -- I'm trying to help you avoid making the pitfall other games have made.

    I also apologize if my warning seems a bit disorganized. I'm a bit tired right now.

    I just thought I aught to suggest what I've suggested. While there are people like me who will try to be understanding (until a game pushes it too far), but there are others who'll be a pain in your arse over it.

    Thanks for the comment. I understand what you're saying but don't worry. Everything is related with the story. There is 3 differents "races" : Humans, Aduriens and Demons. Humans are "of course" scared by demons but they also don't like aduriens a lot (since they are half-human, half-demonic).

    Gameplay elements are also related to the main character (Sky), you'll find out that in the game !

    Looks good

    Thanks a lot !

  • Hello everyone ! It's been a while ! Don't worry... the projet has made some good progress since last time. There are the news :

    Sprite beginning!

    <img src="http://img847.imageshack.us/img847/6420/skybonesneptune.png">

    This is Sky (main character) in his default form : "Neptune".

    New drawings for weapon sets (the last weapon is missing but it will not be shown !)

    Juno - Castlevania-like !

    Mars - Street Fighter-like !

    Venus - God of Aiming!

    2 importants characters have been remade !

    Helena - Heroine

    Shiru - Important character

    Engine progress

    The engine is progressing. There are a few good things since the last test build. A lot of bugs have been fixed and there are some new graphical effects !

    In OverPulse, the spiritual form of the weapon set will be shown. It's here to represent the Awaken Form of the weapon set.

    Spiritual form will be shown behind the hero. They will be different depending on the current weapon set. Otherwise, I have made some changes about the stats and bonus from weapon.

    Screenshots (Work In Progress)

  • Hello everyone !

    This time I need help for doing a whip like Castlevania... What do I mean ? A whip that can be use at 8 directions... but also for hanging on hooks... Here is an example :

    I hope that you can help me...

  • Thanks to both of you

  • Sorry to double post... but I still have a problem .

    It seems that negative value (-5 for example) or float value (0.3 for example) will make strange things...

    It will look like this :

    I try to fix this with that condition :

    <img src="http://img822.imageshack.us/img822/3652/bugdamagecond.png">

    Here is my damage formula:

    round(((Hero.Value('Power')*1.2)-Enemy.Value('Resist')+random(15))*global('Factor'))+1
    [/code:3avyqf8o]
    
    [( (Power*1.2)-EnemyResist+random(0...14) )*Factor]+1
  • Thanks a lot ! It works perfectly !

  • Hello everyone ! It's me... again ! I wanted to know how to do a trail effect (sprite trail) with the bone behaviour...

    So I want something like this :

    <img src="http://serio.piiym-net.com/CVBla/txtboard/src/shot5.png">

    but with using the bone behaviour !

    <img src="http://img684.imageshack.us/img684/2480/skybones.png">

  • I haven't think about this when I first code everything. I'm still a beginner with Construct ^^'. But thanks for the advice, I'll change it immedialty. But I'll keep "Target_X" and "Target_Y" because I need them for other things .

    Azu, I hope that you've solved your problem !

  • Actually, I managed to do that with Families. It's very useful ! You can put the damage on Enemy (family) position and not the "badboy" itself. Then of course, you have to put every enemies with the "Enemy"family.

    I have several global variables for that :

    Target_X

    Target_Y

    TargetHealth

    TargetHealthMAX

    TargetPower

    TargetResist

    TargetState

    TargetWeakness

    TargetEXP

    TargetMoney

    Here is some screens from my cap file :

  • Yes ! Thanks a lot ! It works perfectly . I also join your blog as a member (Shiru). You're a god !

    You should add your tutorial to the Tutorial List here :

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  • Actually, I don't get it . It looks complicated... Can you make a cap file with using my bitmap font please ? The MAX Damage is 999999 (6 digits).

  • Hello everyone !

    Can someone help me ? I want to make a damage display like this game :

    http://youtu.be/EIIWQ-E2MVM

    Here is the numbers picture to use :

    <img src="http://img233.imageshack.us/img233/2239/numbers.png">

    I have a global variable called "Factor".

    When "Factor" is equal to 1.0, to 0.75 or 1.25 -> Normal damage

    When "Factor" is equal to 2.0 -> Critical damage

    When "Factor" is equal to -1.0 -> Healing damage

    First line is for normal damage

    Second line is for critical damage

    Third line is for "healing" damage

    I also have a global variable called "Damage".