Tekniko's Forum Posts

  • I have the same issue since update 170. Only I dropped from 60 on all my devices... to 30 constant and spikes to 10.

  • It was a joke. I mean 99 cents.

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  • 99 copper

  • You could make separate text boxes for each.

  • Finally got it to work. I had to remove the containers to keep the name plates working. Here's the code I used.

  • Alright, I'll look into containers and Pinned UIDs. I'll let y'all know if I get it working.

    vioz and OlivierC

    Edit:

    Okay, containers are working for me. But now the name plates are not reflecting the monster they are above. I am assuming this is because if I change one textbox the rest of them change as well. Is there a way to change each textbox and not effect the other ones?

  • Hey there,

    I have monsters in my game that have name tags above their heads. When a monster is destroyed I would also like to destroy the corresponding name tag. Currently I am using a textbox and pinning it to the monster. Unfortunately, I haven't figured out how to select pinned objects to destroy them. Any help on this one?

    Thank You,

    Stephen

  • Monster Generator Update

    The screenshot below may not look like much, but trust me. I just spent the past two days trying to make that work. So, what are we looking at?! Let's make a list!

    • Each map now has two controller variables. One variable will control how many monsters spawn, the other will control the level range. This of course makes it very easy to change at a moments notice. Events with level 99 Wolfs in town? Saaaaweet!
    • Monsters now have all their instance variables loaded from an Array. Level, Exp, Health, Mana, Damage, etc etc.
    • Monsters now have name plates about their heads. Can be disabled in the Options window. (I may add colour coding based on the players current level. Red for more than four levels above the player. Blue for four levels below the players and everything else in between.
    • Monsters now recognize a players Y coordinate and adjust their layer depth to create a 3D effect. Basically the Player can now walk in front of the monster and behind it.
    • Add Monster AI for Path Finding, Attacks, Skill use.
    • Prevent Monsters from spawning on top of solids.
    • Add a respawner after Monster is killed.
  • It would be the same concept. Just add the colour change before the text is added.

  • This is very easy to do but difficult to explain. Ill try to upload a capx for you in a bit.

    Edit:

    Look at the image below and adjust it accordingly to suit your game. Hope that helped.

  • I doubt they will let that last for long. Either way, just select HTML5 on export and you should be given everything in a folder. Just upload that to your server (000webbost) and call the index.html.

  • Finally got it working. I'm going to nap now, my brain is fried.

  • DatapawWolf and Derqs All the graphics you see are just place holders. Some of the weapon and armor icons will be kept and used because they were from OpenGameArt.org. Everything else will be designed by myself or my wife.

  • Magistross This is what I am trying to make work so far. Unfortunately it just keeps spawning the same monster over and over again.

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